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Everything posted by feneur
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Why would you want to change that? I'll leave it to those with more knowledge about the history to comment on that, but from a purely aesthetic point of view that's great Looks both powerful and refined at the same time I really like the "progression" over the squarish crenelations on the Roman/Greek/Carthaginian towers/walls/fortresses, the triangles of the Persian ones, and the "stepped triangles" of this Mauryan fortress, so I would at least want to see that in a new design if you decide to change the overall layout
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As far as I understand it (note that I might have misunderstood some details, but I think not, if so Ben should correct me asap ) it should be possible to just create a building that would have a "rubble pile with resources" object as the actor that is created after the building is destroyed. (Seeing as there exists a model of a destroyed Greek temple which you can mine it should even be possible to do just using content that comes with the game You need to create your own XML files to tie them together of course, but apart from that.)
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Hmm, any actors (i.e. non-gameplay impacting entities) shouldn't be as much of an issue as entities. I would say that e.g. stones which doesn't have alphamaps could be used a lot more frequently though. Big maps will have to be worked more on anyway, so don't let that concern stop you from making the maps look good. And as far as I can tell the OOM issues are when generating the maps rather than playing on them? Speaking of that, would it help to have objects which consists of several smaller objects? If the issue is that there are too many objects for the game to go through in the RM generation phase that should help I would guess. Michael had some ideas for what I believe he called POGs (I think it was short for predefined object groupings or something similar) which would essentially be small "scenes" that a scenario designer/RMS scripter could include in his maps. That should work even for less ambitious things like a bunch of stones and grass objects.Hmm, did a quick look among old mockups and found the attached image, seems like POG is short for premade object groupings =) At least I wasn't too far off
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Audio Design 5 - Voice List
feneur replied to Acumen's topic in Game Development & Technical Discussion
Ok, done -
Well, apart from any recent changes which might have made this an issue it's intended for cavalry to gather more quickly than other units. Partly because it is their only non-military role, and partly because they are more expensive than other citizen soldiers.
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I think the "don't turn in place" restriction is mostly something we've hoped to have for the ships. Slowly turning would probably work fine in that case as well if it turns out to complicate things too much to do them otherwise. I would think that at least rowed ships could even move backwards though, but I'm not sure if that was practical with e.g. biremes/triremes/etc. (I doubt it would be possible to implement well since it might be hard for the pathfinder to know when the ship has to move backwards and when it can turn around etc )
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Sorry to hear, and hope things work out as soon as possible. Good to hear that the CPU isn't broken at least. Pity that it's a laptop, otherwise you could always have gotten an ordinary fan and pointed at the computer until you had it fixed I wouldn't think that works very well with a laptop though =)
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Audio Design 5 - Voice List
feneur replied to Acumen's topic in Game Development & Technical Discussion
I would say that depends on how large the files are. If they aren't more than a couple of MBs in a ZIP file you could just attach them to a post in the forum (click More Reply Options and add and attach them there). I would guess it's more than that though, but any uploading site should work fine for now. If we decide to add them we can upload them to our site, so it doesn't matter much where they are right now -
But that would just make them even more meaningless. And true, that might balance the game in the "no unit/civ is overpowered" sense, but at least to some extent we have to balance the units in terms of "all units should be useful" as well. A balance between the different units. If a unit is not useful there's no reason to include it in the unit roster for a civ at all, then the only use it could have is to confuse new players and make it harder to learn the game =) It's another thing to have more units available for e.g. scenarios, but all units which can be built in a normal game should be useful in some situation. That doesn't say that all units has to be useful in every match you play, some may only be good against say elephants and then they'll not be useful in a match against a Briton opponent, but there should be situations at a whole where using that unit can be what gives you the advantage necessary to win
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I agree. I don't think there's much need for an obstruction to make you not build there after a building has been destroyed, after all, the units which destroyed it are likely to remain and could easily take out the new building. And yeah, I don't think there is any need to make something explicit (i.e. have the looting be literal in this case) unless it makes the game more interesting and fun. One could argue that having to mine the rubble to get the resources would be more realistic as both sides could benefit from the resources, but on the other hand that would make the owner of the building more likely to benefit from the resources as it's generally more likely for the enemy to have a longer distance to his dropsites. I think it's better to only have the opponent benefit from the destruction of a building as that both encourages more action and also forces the player to protect his buildings more
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Hmm, maybe not =) But there are at least a fair number of different footprints, so they should each get different actors at least It might be cool to eventually have some more custom rubble actors for at least civ centers/fortresses/wonders, but that can be something that's kept low priority and that we can have as a good basic task to ask applicants to do as part of their evaluation process
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Thanks Shared it with our G+ fans
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Ah, yeah. I was mostly thinking about laptops Desktops should be a lot safer, especially with a bunch of fans
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Please remember to post in this topic which building (and for which civilization) you are working on so that everyone else knows not to work on that one Also, it might be a good idea to create some basic rubble objects/textures to use as a base before starting to create individual rubble objects. If nothing else so we don't have to add like a hundred rubble related texture files instead of a few
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feature request: ability to set population cap
feneur replied to raymond's topic in General Discussion
Create a scenario Then you can give yourself the number you want -
Hmm, what happens if you try to Alt-tab or whatever the equivalent is on KDE? (I seem to remember that it was the same, but it was like five years since I used KDE, or Linux at all for that matter )
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Is it in a window? Then you should be able to minimize it just fine.
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No. The towers which can fire arrows can fire arrows at all times (I think Michael has been hoping to give the outpost a small attack only when you have units garrisoned in it, but at the moment buildings which can fire arrows can always fire arrows), however, they fire more arrows when you garrison units in them (Though some units are excluded, I think it is female citizens and healers, but it might be a few more.)
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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.
