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Everything posted by feneur
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The performance in general has very little to do with the graphics card so far (at least unless your graphics card is very old or possibly if you use the new effects), but rather with other things (there is still a lot of things in the engine that can be improved), and a decent integrated card should be able to run the game. However, I would personally recommend against using an integrated card for gaming as it could break your computer. Now don't take this as "It will break your computer!" But since an integrated card rarely has the same kind of cooling as a proper graphics card it's at least something to be aware of, if you have a reasonably good graphics card (I would guess that 512MB is enough to be safe for things like 0 A.D., unless we add too many new graphical features =) ), and isn't playing for too long at a time I think you'll be fine. I've just experienced it myself when an overheated graphics card ruins a laptop, so it's something I want you to be aware of so you don't have to experience it yourself
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No, it's because it's an attachment, and the URL for them doesn't contain the extension at all, so I have no idea what to change to make it possible to post them I think it was possible before, so there might be a way. In this you can use https://lh6.googleus...rdens_final.jpg though =)
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There is actually some discussion going on in the Staff forums which might mean that we will move to Git sometime not too far into the future. I would say the question of an autoupdater and moving to Git are two different things though, at least in the sense of one program/tool/part of the engine that keeps the entire game updated. For everyone who uses SVN/Git already there's not much use for that + of course to have something that works on all OSs etc will take a lot of work. It is possibly somewhat related though: The solution we're discussing at the moment is to move to Git, strip all .exes and .DLLs from the repository, and then make them available for separate download. To make that easy the plan is to create a simple .exe that could reside in the top 0 A.D. folder and then be run to compare the checksums of the local .exes and .DLLs to the ones on the server and if the ones on the server are newer, download them and put them in the correct places. It would still not be ideal as it would be two steps, but hopefully it will be easy enough to convince the artists that we should make the switch (provided we don't find any other issues with Git of course now that we're looking at moving more seriously). In any case, where it might be related (though don't take my word for it as I'm not a programmer) is that the .exe that would be used to make sure the .exes and .DLLs are updated could at least in concept, if not in actual code as it's so limited and only for Windows, be a precursor to an autoupdating function for the entire game. I'm not sure (again, not a programmer), but it seems like it could be a good way to test out some concepts which will later be useful for keeping the entire game updated.
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Is there really a reason to put the image in spoilers? It makes sharing the post on FB/G+ a lot more boring (since their automatic image detection doesn't find it). It's one thing if there are multiple images as not everyone has a fast internet connection/we might want to share images which are larger than the general width of the page and not having it in a spoiler could break the layout of the page, but unless there is a really good reason for spoilering all there should be at least one non-spoilered.
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It's not as if you have much of a choice if you look at it that way as they are part of the walls (And yeah, as Thorfinn said, they can build defense towers, it's just that the automatically built wall towers don't shoot arrows. As with a lot of things this might change once we get closer to a finished game and are able to more thoroughly test and balance the game, if we find that this puts the Celts at too great a disadvantage we might give them the ability to fire arrows.)
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No, there is at most a current lack in activity from gameplay programmers And even so there is 1 (and a half if you count wraitii who's mostly been focusing on the AI lately, but did some graphics related stuff earlier) active graphics programmer, and at least a handful other programmers who are relatively active (hard to define some people as solely being focused on gameplay programming though as some might do some GUI work in addition to gameplay programming etc). And almost all patches we receive from people who are not as closely involved in the development are either engine fixes or gameplay implementations, very few have been related to the graphics side. So it's not an overall trend, just that currently we've had one very active graphics programmer and of course graphics are more easily "marketable" than a myriad of engine fixes or similar
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How can I translate text in game to Russian lang?
feneur replied to shooter's topic in General Discussion
Yeah, part of the reason we discourage translation at this stage is that the English text might still change a lot, so the work done now might be rendered useless by the time the game is finished. -
We do hope to have an autoupdater out eventually, but as has been explained by others it's not a priority at the moment. Hopefully there will be time during the Beta phase to focus on things like this though, as all gameplay features should be done by that time and only bug fixes/performance improvements and other systems like translation should be done during the beta phase.
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Mod Idea: Sim city/cit building sim like game based on 0 A.D.
feneur replied to DGMurdockIII's topic in Game Modification
I'm pretty sure (though I might be wrong) that was a hint to his own game project So I guess he will tell us more once he gets closer to having it finished -
For all civs but the Celts that is true yeah.
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Mod Idea: Sim city/cit building sim like game based on 0 A.D.
feneur replied to DGMurdockIII's topic in Game Modification
A game company: http://tiltedmill.com/games/ -
Standard bearers/"musicians" (to summarize =) ) were considered a long time ago, but were postponed together with morale. Imho we should not start to try and put these things back at this point in development of part one. I think it would be a good idea to reconsider all of these things for part two though, but then to take it in a larger context: To me the theme of part two will be (at least from how I imagine it) more story-based and focused more on individual units. This could include things like triggers/cinematics to create story-based scenarios and campaigns, morale (and things like standard bearers to influence it), attrition/logistics/supply, spy units, etc. It would probably require us to automate the economy since you'd hardly have time to micromanage both the economy side and the war side, but we'll have to see how complicated people feel the economy is in part one (especially since it should be less management heavy once we implement a better farm system).
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Generally speaking not for part one at least. It's more likely units will be removed as the more units=the harder it is to balance the game, and, perhaps more importantly, the more units, the more alike each other they will get, in other words: what's the point for a player to train two separate kinds of units to fill the same role.
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feature request: total points in summary page
feneur replied to raymond's topic in Game Development & Technical Discussion
Don't worry, it's not even ten days old Expensive and weak? Well, that sounds like there's something really wrong with them imho =) I just don't see how that would happen, if nothing else if they aren't useful no one is going to use them and thus they'd not show up in the stats anyway. (Or they'd be used by inexperienced players, but since they'd most likely lose quite early and for that reason not get very many points in total I doubt their use of a few expensive but weak units would matter overall.) -
Why don't you focus on gameplay innovations? I'm not asking that to be silly or anything, but to highlight the fact that different people have different skills. In other words: it's not a choice between adding one type of feature or another in a given release, but rather between adding what features the currently active developers are able to (and since we're volunteers: want) work on for the next release or not at all. And that means that given the currently active developers we've seen more development in terms of graphics than gameplay features lately. To be fair we have added gameplay features in the last couple of releases as well though So it's not all graphics even at this point (since we do have active developers who are skilled in that area as well).
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Found another one: http://dxtory.com/v2-home-en.html Seems like it costs a bit more than Fraps, but also has more features, and might be less resource heavy, at least according to: Just another option to check out for anyone who's interested in creating gameplay videos
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In this game mode or what? They already are integrated in walls in the main game if that is what you are asking (Though there are free-standing "Defense Towers" as well.)
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See: http://trac.wildfiregames.com/ticket/201#comment:2 Is there any reason not to move this topic to the open forum?
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It's a known issue: http://www.wildfiregames.com/forum/index.php?showtopic=15796 and have several explanations. We hope to improve performance a lot before a final release, but for now it's recommended to not play on too large maps, not play with more than one or two AIs (and definitely don't play with AIs on island maps as AIs don't yet support them, or use docks etc for that matter, so it would be very boring), and also not play with too many players at the same time in general.
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Well, if we take what both you and I have been saying into account you should probably either speak up louder now or wait a couple of years I'm not really against adding triggers now per se, but to me it seems better to add them when they are the most useful (together with the more story-based parts of gameplay) and together with the other things story-based campaigns brings with them they would take a long time to implement. And not to think of creating the actual content. To me it seems better to add it all at the same time
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I cannot say much about the specific programmatic reasons for why to do things one way or another, but I do think that regardless of whether or not the bulk of the engine will need to be rewritten in part 2 for triggers it will probably need to be rewritten more or less completely anyway to make it possible to make use of more than one CPU. Which kind of invalidates the "but you will have to rewrite everything" argument as the rewrite will be needed anyway, and that might actually be another reason to postpone the addition of triggers, better to add both things that require a rewrite at the same time as there's the need for two rewrites otherwise. There might still be other reasons that would make it worth adding triggers at this point, but I think that unless we decide to do something as major as that (at least if it's as major as you describe it with more or less a complete rewrite of parts of the engine) we're getting really close to the finished game. Not as in "we could release part one within a couple of months", but as in " we should decide now if we want to have a release out within one or two years or within four to five years". Each individual piece we add might not increase the development time immensely, but I think it's time to start evaluating things more strictly to see if they're worth increasing development time for. Otherwise we'll keep working forever on the "perfect game" and never reach it, it's better to be able to release a good game soon and then keep improving on it in subsequent releases.
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I think the thing is that terrain flattening should be smooth and affect the area around it and not just below the building. I think there are three parts to good building placement: restrictions (if the ground is too uneven it won't work well even if the ground is flattened underneath the building - the difference to the surrounding area would be too large and cause "pits" etc where the building is), foundations for the buildings to make them possible to place even on slightly uneven terrain, and smooth terrain flattening to make it work on slightly uneven terrain
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What version of the game was this in? (Alpha 10? Alpha 11? SVN?)
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You are amazing Omri Really cool! I think this might work nice for e.g. a trailer or something as well. While playing it's probably best not to disturb the player with lyrics (at least not that the player can understand =) and at least not too much), but for the credits screen, trailers and so on this would work perfect. Personally I like it as simple and bare as it is now But maybe others will prefer it with a lot of orchestration etc. I hope you will do what you find the best though as I'm sure that will be the most impressive
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We might be getting that soon: http://trac.wildfiregames.com/ticket/21 (But maybe that was what you were alluding to? )