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Everything posted by feneur
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It certainly can at least The above are just different ways to divide and select the units, the technologies themselves can still work the same way
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
We might end up doing something like that, hopefully we will not have to do it for the pathfinding though as Philip seems to be getting more and more able to finish his work on it -
We'll have to see when we get closer to having the game completed before making any firm decision, but in general I think it's a good thing to give different units different roles. In other words, I don't think it's necessarily bad to have ranged units be better at hunting.
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Yeah, the main issue is not to get money, we already have that The main issue is how to best spend it. At the moment none of the programmers are able to work full time on the game, which makes the decision of what to do harder. -
Just to clarify: We do indeed hope to be able to include animated siege crews, but since it takes a lot of time and not that many people are skilled animators it's not something we can promise. That said, if you know someone who's skilled at 3D animation please direct them our way
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
Could you please post a screenshot without the effects? (I.e. do two shots from the same camera angle etc just one with and one without the effects.) That would make it easier to see the effects -
So they're more like monks/ascetics then?
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Hmm, what version of the game are you using?
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I'm not sure which is the best solution, but the easiest is probably to have the CC buildable from the start, but have a limit of one CC until you reach the town phase That way you will be able to rebuild the CC if it is destroyed before you reach the town phase as well. This does of course include the small "cheat" that you would be able to move your CC to a more favorable position by destroying the default and then rebuilding somewhere else. It could be prevented by for example making it impossible to delete, but I think there's little reason to make it impossible as the cost of building a CC is so high. Better to have that possibility which could open up new strategies on particularly hard maps etc
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On the other hand this is an issue for other units as well, so should probably have a more common solution rather than one specifically for traders or units going back and forth between a resource and a resource dropsite
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Hello and thanks for your offer, I'm sure we've got a lot of things you can do and we're certainly grateful for any help we can get in this specific area Now, I'm not a programmer, so I can't say much about the details I'm afraid, hopefully one of the programmers will have time to reply in more detail soon. The fixed/floating point issue, again, not a programmer, so, yeah... But if I recall correctly with floating point it's harder to get the exact same result on different OSs/computers, and for the simulation to work the game needs to be perfectly synced. There might be ways to make sure it's the same for all players etc, so again, we need a programmer to reply, but the general concern of course applies to all aspects of programming, we need to make sure the code executes the same on all computers or we'll have OOS (out of synch) errors In short pathfinding/formations is a real mess the way they are currently, as you have obviously seen. Philip (or Ykkrosh as he's known on the forums) did indeed spend quite some time working on the game pathfinding, and while I can't recall him posting any code (I might be wrong, in which case I hope someone else remembers where to find it.) he did at least post this document: http://trac.wildfiregames.com/export/11728/ps/trunk/docs/pathfinder.pdf which should at least give some basic information. For the command line reference see the readme.txt file in binaries/system And also, just so I'm sure you're aware of it, we do have quite a lot of information in the wiki at: http://trac.wildfiregames.com/
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Then your graphics card is unfortunately probably not good enough to run 0 A.D.
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sharing gains with trading (patch included)
feneur replied to mimo's topic in Game Development & Technical Discussion
Agreed, this, and the fact that you are the one taking the risk (the enemy just has to build a market while you have to protect your traders, or at least risk losing both them and the resources they are carrying), is what makes me think that at the very least you should benefit from foreign trade, if not to a huge degree at least some. -
Now we're getting somewhere =) I do think the Tux logo should also be black and white if the others are though
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To get a lower angle in Atlas just press the Ctrl key and press and move the middle mouse button to change the rotation/angle.No, I had to manually add the texture in Photoshop. The reason is that the texture information is not included in the model files but rather added via XML files tying the model/texture together (generally at least I saw it was once included in one of the models, but it still didn't work properly). And yeah, using Photoshop to do it is probably the hardest way. You might get decent results with importing into Blender, but then again that's another program to learn + since we don't include the texture information in the DAEs you have to manually add them.
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Preserve the alpha channel? That would create an alpha channel rather =) But when I actually try it it's not producing as good results as I had hoped. The building itself works fine, but the semi-transparent area doesn't work as well I'm sure there are ways to make it work though, I'm just not an expert in that area Did a quick search and found http://www.wetzeland...GreenScreen.php , the color contamination part is useful. Read that page for a more indepth description, but in short you create a new layer, set it to hue mode so only the hue you paint with has any effect, create clipping mask so only the pixels of the below layer are affected and then paint with a color that is similar to what the one which is "contaminated", (i.e. still has some green in it if you used a green background terrain and so on) should look like and paint over with that one. Not sure how well that will work with areas with more complicated sets of hues, but on the other hand this is mostly relevant for shadows and decals which are generally fairly monotone in hue, so it should produce good enough results. If nothing else I'm sure searching for more info on how to work with greenscreens will yield more useful tips I tried to import a .dae and add the texture to it, and while that works really well in one way (the file imports as it should, and Photoshop reads the UVs fine so the texture is where it's supposed to be) it's still a lot of work to get a good result. First of all the model seems to be rotated in a weird direction (a small issue I know, but still =) ), second a lot of buildings consist of more than one .dae file, and a decal in addition to that, which is probably the main issue as that makes it a lot harder to deal with inside Photoshop. And third you need to do the lighting well, which should be possible to do, especially since you can add textures for e.g. normal maps which should allow you to mimic the in-game look somewhat. But overall that seems like a lot of work to me =) EDIT: Forgot to mention: to get huge screenshots from Atlas click the Misc hacks menu item and then Big screenshot. That can be useful if you want to have a larger image to use in some design
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Which exact file are you downloading? Also, are you certain that the file is completely downloaded?
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A nice improvement over the first version, and I think you cover just the correct amount of topics, it would be easy to go overboard and add info about everything related to unit selection etc =) (Shift key to add units to the selection etc, maybe you could create a later video with the more advanced ones? In other words, I think basic gameplay is more important for now, but it would be nice to eventually have another way for people to learn the other shortcut keys etc than by reading a manual as it's more likely that people will want to watch a video ) It would be interesting to see what this tutorial would be like if it was voiced, maybe you could try to record the text that is written in this video and maybe Brynn could add it to a new version if it's good enough?
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Capturing buildings (round 2)
feneur replied to wraitii's topic in Game Development & Technical Discussion
From a historical or ideological or whatever point of view different ways to do things for the different civs might be desirable, but from a game development point of view it's better, or at least easier, to do things as similar as possible To me giving all civilizations the ability to capture buildings seems like the best choice, that way you as the player can choose whether to capture or destroy (you are after all playing as the god-like ruler who can affect all aspects of how your civilization acts, so why shouldn't you be able to control whether to capture or destroy ). -
sharing gains with trading (patch included)
feneur replied to mimo's topic in Game Development & Technical Discussion
The distance also means that you are at a greater risk as the enemy is more likely to be able to kill your trader, so imho you should definitely benefit more from it than just your ally being helped. Sure, it's cooperative and all that, but we need to give the player an incentive to do it in the first place. I do think you have a point that the benefit shouldn't be too great compared to domestic trade as helping your ally should be part of the motivation, but should at least get something for it.
