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Everything posted by feneur
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We won't We will try to focus on making the AIs harder/easier based on their tactics/range of actions rather than e.g. gather multipliers or something though It is hard to create a truly hard AI without it cheating in one way or another though, so at the very least the most difficult AI will most likely have some bonus to gather rates etc.
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Shift --> perfect, have been wanting that Alt - what do you mean by matching? It would be really great if you e.g. could easily select all idle units standing around a specific resource dropoff point or something, but that seems like it could be difficult to implement I wouldn't want to e.g. select all idle archers or something though as they might be on different ends of the map, but I doubt that's what you're thinking of (I don't fully understand what you mean by clobber though, a quick google search didn't do much to enlighten me, but then 1 AM might not be the best time to learn new words )
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Why do OSs have to use up single-key combinations (and especially for such ridiculous things ). Either way, using the ESC key is not a bad idea per se, but it does make it harder to enable the use of the ESC key to cancel dialogs. There is probably a way to do it though, and as always, you can customize the hotkeys (http://trac.wildfiregames.com/wiki/Manual_Settings ) for the time being.
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See http://trac.wildfiregames.com/wiki/Modding_Guide and linked pages But in short yeah, you can put your own 3D models into the game. A high res object is generally not recommended, but if it's a unique object (meaning that there will only be one or a few in the game at the same time) like a statue you can get away with more, and you can always bake the details of the higher res object into specular and normal maps which you can use on a lower res object.
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See the keys.txt file that's in the same directory as the default.cfg file There might be a need to add e.g. the é key though, but we have to wait for one of the programmers to answer that.
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Yeah, the only issue is probably whether someone will want to go through the work needed to set up keysets for all the different keyboard layouts =) As long as we can provide options for the most common ones it should be fine though as you can always tweak the end result to your liking by setting your own shortcut keys
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I didn't think you were I just thought it was a strange idea to require such commonly used keys to only be available with modifier keys That might be a good idea, though it would remove 16 keys from being possible to use for other things. It should very much be possible to add them to your own local.cfg though (see the keys.txt in the same location as the default.cfg for info on their "names"). I would guess that is because there is no way to tell if what you want is "Shift + the letter/etc that's entered normally" or the "second letter/symbol". So that part isn't very likely to be something we can do anything about. And just as a more general comment: I think the number of possible keyboard layouts is so big that we cannot take them all into account, so I think it's best to focus on one relatively major (US QWERTY) and make the default shortcuts work for that keyboard layout. Then we can possibly add a couple of default sets of keys that work for other major keyboard layouts later (and most definitely you should always be able to set your own, for now in a config file, but later we want to add an in-game options dialog where you can set all the screenshots ).
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The period (and the numbers?!) requires a modifier key? That sounds like a pain. Since that isn't common I don't think it's something we can/will support as most keyboard layouts to my knowledge (which I admit is limited) allows for easy access of the period and number keys. There's always the ability to customize the shortcuts though, and we might end up including several keyboard configurations geared towards different keyboard layouts if the need is great enough/it's easy enough to do.
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The bug should of course be fixed, but more out of curiosity: does F10 open the menu properly?
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0 A.D. Fantasy Mod (Was: "Just wonder.....")
feneur replied to kkaallllee's topic in Game Modification
The people working on TLA have all either just plainly disappeared several years ago, or announced that they left, the end result is still that no one is still around (=no one of us who are around at this point can be considered the creators). The issue is more complicated than just copyright law. And finally, if someone else would have loved to do it, where have they been all these years? It's not as if TLA didn't accept new people to join once it was active, and we haven't had any proposals from anyone after that point either. That said, we should definitely make it more clear in an official way that the project is dead. Part of the reason why we haven't though is that none of us who are active at the moment were involved in TLA, and thus we haven't felt that we were obligated to say anything on behalf of the TLA team. -
I would say they do this already? (As in: They do stick to the area of the shore they can be built upon, and you will just have to find a place where there is no obstacle.) Or do you mean that it would jump to a spot on the map where you can build it? I think this borders on being a case where you have to choose between having the game do things you as a player should and being helpful. And I'm not sure which one this is =) Especially since it could be unhelpful, for example if it shows the house as not giving you more population - based on the houses you are currently building - if then your enemy destroys some of those houses you are building you will end up not having enough houses to support full population in the end. I'm just saying it could easily be unhelpful if you rely on it and then end up having less population space than if you had monitored it manually. It's a lot easier to justify things like the red overlay indicating you don't have the required resources for a new unit/building, those aren't as ambiguous. Also, you should probably aim to go at least a bit over max population in terms of housing anyway (in total that is, not necessarily with houses), otherwise you can end up not being able to fight back if an attacking enemy destroys your houses. Even if you have enough resources to continue producing new units you will be delayed since you need to build new houses first, something which is not too easy in the middle of an attack =) About rotation of buildings: You can rotate them by clicking the left mouse button and keeping it down while moving it around, then when you let go of it the building is placed (press the right mouse button to cancel). If you want to use keyboard shortcuts, but for some reason can't use the [ and ] keys you can set your own, see: http://trac.wildfiregames.com/wiki/Manual_Settings for more information. For now you will have to edit a config file, but if you're using a Linux OS that should hopefully not be too scary And later we'll of course add an options dialog in-game. About walls: I'd say all of those issues are known, but have proven a bit hard to do right, which is why they are the way they are at the moment. We do hope to find ways to improve them though This could probably be done, but we have to balance the need to use the keys for other things as well As you mention there are a ton of different scenarios, and it's not an easy decision where to draw the line (we don't want to end up with a button/key for each unit after all ). I'm not saying that we can't add more, just that it's not an easy decision to make There already is a key to select all military units in case you are not aware of it though: just press the . (period) key and you will select all fighting units (including citizen soldiers). About being able to destroy foundations (and the walls issue is unrelated, that's definitely something that needs to be fixed): To me this is not an issue, but rather a case where you as a player have to either gamble or play safe, something where you have to decide whether you rather want to have it set beforehand what your units are going to build once they get there or be 100% certain that your enemy will not be able to destroy it before your units gets there. It could probably be done in a way that doesn't actually place the foundation until your units start to build, but I think that's overcomplicating something which actually to some degree adds a slight touch of realism. After all, we are not going to complicate the game further by making the units actually have to carry the resources to the building-site, but by having the foundation actually be destroyable before your units starts building the vulnerability of that process is represented. Also, it gives the enemy a chance to get an idea of what you are going to build before you start. Now, I know these are only pretty minor things (+ you need to actually see the foundation without your units destroying it to know what it is going to be), but still, to me it makes sense to leave it as it is now (Though it might help the AIs as they currently doesn't check whether or not a foundation has previously been destroyed in a certain spot, which can result in them placing a lot of foundations in the same spot only to have them destroyed immediately ) And finally, thanks for the detailed report, most of these things are known, but there are certainly things which were new as well Just as a headsup, please read through http://www.wildfiregames.com/forum/index.php?showtopic=16534 for the future (Also, I and most others will probably not comment on the things mentioned in that thread which you bring up, so just take those as "ok, they already know about that, let's move on" Also, I'm not commenting on things which are clear bugs etc, so for those feel free to search http://trac.wildfiregames.com/ and create new tickets for the things which doesn't have tickets yet. And don't worry too much about creating duplicate tickets, most are caught pretty soon Just do a basic search before adding a new ticket and you'll be fine )
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[Documentation Manager] application - [Mackie.Jr]
feneur replied to Mackie.jR's topic in Applications and Contributions
Hello and thank you for your application. Since you mention a university class I would guess you have a set amount of hours that you are required to put in? For that reason I think it's probably best to pick one area rather than trying to do a bit here and a bit there, but of course it's up to you (for the rest of this post I'm assuming you'd choose programming, but the general idea of course applies to other parts of the game as well). And it's probably best in general to set a specific goal for what you wish to accomplish during this time. It could be something a bit more generic as "fixing small bugs/adding small features", but that's probably not the most interesting thing to do. It's probably better to focus on a specific project/part of the code, both since that allows you to get more into it, and it's probably more fun as well. I'm sure the programmers can offer some useful suggestions, but to make it easier, could you please add some more information on what kind of coding you (and the other two people) have experience with, if you have a time limit for your contribution (even if you might contribute more in the end/after the time required by the university it's still useful to get an idea of it), and in that case what it is. Etc, the more information we have about you, the more likely that we can help you find a task where both you and the project benefits the most -
It might be named differently on 11.04? Or require another repository? It should be possible though as there are 11.04 binaries in the PPA: https://launchpad.net/~wfg/+archive/0ad
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It's amazing what some people can do with "just" some lines of code
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As Geek says, it does sound like something on your network rather than Sourceforge. There is a place on the download page where you can choose to "try another mirror. which can be worth trying, just select to download from a different place and it might work if there is something that's blocking access to a certain server. Could you please post a screenshot of the exact error that appears? That way we might have a chance to try and help you find what it is that is blocking the download
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0 A.D. Fantasy Mod (Was: "Just wonder.....")
feneur replied to kkaallllee's topic in Game Modification
Not sure whether or not you read what I posted above? Doesn't seem like it from your comment, though it is not so much the Tolkien Estate as Warner Bros in that case =) Either way, if someone wants to get in trouble with lawyers - do something related to LoTR And while it would be cool to see TLA come to life I'm not sure I can recommend it, at least not unless the people who decide to work on it have thought it through very carefully. The thing that would speak in TLAs favor is that the idea always was to portray the events that happened before LotR/Bilbo, something I can't remember having seen another game aim for - and that would lower the risk of companies trying to shut it down as people rarely want to spend money fighting something that isn't a direct competitor to themselves. (+ I'm not sure anyone even has the game rights to e.g. Silmarillion, which of course lowers the risk even further.) -
Civ: Macedonians (Macedones, Seleucids, Ptolemies)
feneur replied to Mythos_Ruler's topic in Game Modification
I would rather see that part 2 includes civs which complement the ones in part 1, civs which are as different as possible to the ones in part 1. Apart from of course the ones which were the most historically important For them we'll have to make sure they're interesting enough, regardless of how different or not they are compared to the existing civs/other civs to be included in part 2 -
Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
Yup Works great! Really nice to see how such a relatively basic concept works so well Is the waterplane object meant for a specific object/building? Just asking since the shape seems a bit random =) -
Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2" ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2" ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2" ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2" ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2" ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2" ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2" ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2" Got those when trying to place the new water related objects (/temp/waterfall etc) in Atlas. Using rev 12654, custom compiled on Windows 7. -
feature request: ability to set population cap
feneur replied to raymond's topic in General Discussion
For now more than one AI (or maybe two on good computers) and a midsized map cannot be recommended. Seven AIs on an eight player map is certainly too much to run well at this moment. -
Sounds great, and yeah, any help we can get to update the documents is great as documentation is not the first priority of anyone else at the moment so it's done fairly sporadically.In either case, I would like for you to go register at Trac (http://trac.wildfiregames.com/register ) if you haven't already and start working on a page you find interesting. We've already had two applicants for this position leave as they realized they didn't have the time to work on the project, and while that was due to changing life situations it's something I'd not want to have to go through again So it's better if you start working somewhere and then we can gradually give you more responsibilities etc We can use this thread for communication in the mean time or MSN/IRC. Does that sound ok to you? A suggestion for a place to start would be the http://trac.wildfiregames.com/wiki/Manual_BasicGameplay page, but you're of course free to work on whichever page you want, any updated documentation is better than no updated documentation.
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We should not worry about the consequences, we should make sure not ever getting ourselves in a situation where we have to worry about the consequences. In other words, we should do all we can to make sure we have all the rights we need to distribute and use the content we have.The most likely consequences (even from mere accusations) are 1: that all distribution of the game will have to be stopped until the situation is resolved; 2: that WFG will be forced to pay someone a lot of money/alternatively pay money to lawyers to try and resolve the situation; 3: that everyone distributing the game will also face similar consequences.
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I'd say this is due to ship pathfinding essentially not existing (they do move around, but not in a way that's specific to/optimized for ships). Hopefully once we have that things like this should disappear automatically.
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If you're willing to try the instructions are here: http://trac.wildfiregames.com/wiki/BuildInstructions
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0 A.D. Fantasy Mod (Was: "Just wonder.....")
feneur replied to kkaallllee's topic in Game Modification
There are others See for example: http://www.moddb.com/mods/merp-middle-earth-roleplaying-project/news/merp-cd