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Everything posted by feneur
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Cool, thanks (Google translates translation of that text is pretty lousy though )EDIT: Really impressive that you have such a thorough report/translation up so soon after the release btw
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New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Could you please provide your systeminfo.txt and interestinglog.html (see http://trac.wildfire...ReportingErrors for info on where to find those files). Preferably in a new topic in the bug reports forum. -
We're certainly not speaking in jest, we are however not able to write a novel every time we put up a release announcement (they're long enough as it is), so not everything is included in it. If you take a look in game you will find that each civilization has three heroes, and Vercingetorix is but one of them
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A first (WIP!) version of the Mauryan civilization is included yes. It will probably take at least two more Alphas before the Mauryans are truly included though, for now a lot of units/buildings are just placeholders.
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Already done Just wait a short while and check it out in Alpha 11
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Just waiting for a few more binaries to be done and it's ready to be announced
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Or one can just wait a short while and download Alpha 11 which supports those things and far more by default No need to download any additional software and trying to figure out how to get it to work ( http://trac.wildfiregames.com/wiki/Manual_Cheats for more information on what cheats are available and how they work)
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New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Pity it's too late for Alpha 11 =) But nice to see the progress anyway, and in either case we should try and get Alpha 12 out relatively soon with a focus on bug fixes -
Well, but if I set my units to auto-repair I wouldn't want them to fight instead of repairing the siege engines (which are more valuable and deal more damage than a couple of units, so it would even be worth losing them in return for keeping the siege engines going a while longer).
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
Ah, and they're marked as modified when you check them out, which is why people who doesn't first checkout the public files and only later the internal doesn't see the issue The same files really shouldn't exist in both places in this case though, so I'd say that's the biggest issue in this specific case. A pity that the files are marked as changed when they're merely downloaded though (Or does SVN do something to them that makes them seem as if they're modified when they're not?) -
How do you want to be able to select them? They don't fight after all, so they're not soldiers either. The best way would be if we would have a third key, but it does seem a bit overkill to have a button just for them :-/
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If such a feature is included it should definitely be optional/toggleable, otherwise you'd end up with your units repairing instead of fighting. As long as it's toggleable it's probably a nice feature to have (though it will clutter up the GUI even more ) as you can set a group of your units to auto-repair while the rest are fighting as normal.
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New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Got a bunch of the same OpenAL errors Yves got (and I later got a crash, but that was probably related to me Alt+F4ing to shut it down or something. I've attached the relevant files in case someone wants to take a look at it). They might have been caused by there being a lot of sounds which should be played or something as it always seemed to happen during fights, they didn't seem to cause any actual problems though as I couldn't really tell of any trouble with the sounds, they all seemed to play (hard to tell for sure, but I mean I didn't notice any difference in what sounds did or did not play depending on whether or not the error was displayed). interestinglog.html crashlog.dmp crashlog.txt system_info.txt -
Testbot never was meant to be anything but a test Jubot hasn't been developed since its developer has been too busy though.
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sync error (2 players and 1 AI) with logs
feneur replied to raymond's topic in Game Development & Technical Discussion
Are all players using the same game version? OOS (Out of Sync) errors usually occur when one player has a different game version than the others. -
In Alpha 10 the only really useful bot is qbot, in Alpha 11 the only useful bots are either qbot or Aegisbot. The latter is based on qbot to a great degree, and will probably replace it over time, but for now it is still experimental and can cause errors in some cases. However, it is better on some maps and in some ways, so once Alpha 11 is out feel free to try either. The rest of the bots are no longer developed (most of them weren't meant to as they only served as examples for AI programmers) and are hidden by default in Alpha 11 and unless someone picks up development of them they are likely to be removed completely for Alpha 12. You could still pick e.g. Jubot if you think qbot is too difficult, but it could have issues as it hasn't been developed for quite some time. The ability to choose a strength will most likely come at a later time, but the AI developers would like to focus on creating a really challenging bot, it's easier to "dumb it down" than it is to create a less challenging bot and then try to make it smarter. Since the AI is getting more challenging we might have to add some settings soon though
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Please see: http://trac.wildfiregames.com/wiki/Atlas_Tricks I tested to make sure the information for Windows and the SVN version are up-to-date, but the Linux/Mac information probably needs to be updated.
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You could download the Alpha 10 to do that The only thing that's added to that in Alpha 11 is gates =)
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And we have no intention to stop people from selling the game in the first place. We do hope to find some ways to make it harder for people to cheat, but we do want them to copy the game as much as they want/can after all Also, just to make something clear, it's my opinion (and I would dare say the official opinion of the team) that we should not, and will not, try to sell the game in any kind of way until we have a final release. After that point we could make it available for a small sum for people with slow internet/who wants a boxed copy/etc, but even if we'll sell something we don't want to sell unfinished software
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Soon new release So not much more than "We're squishing the last bugs" to report
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There are "bridge sides" in the editor =) In other words, you need to create the middle part manually, but there are parts which you can use for the sides to make it look like a bridge. Then paint the middle part with a road texture or something to make it work well together To find the bridge pieces just go to the Object tab in the editor and start to write "bridge" in the filter textbox (you only need to write "brid" to just have the bridge pieces displayed =) ).
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The only thing missing is the visual representation though, just press Shift when giving the move order to set up a path where the units doesn't just take the direct route And I personally don't think the game should babysit your units, when you order them to go somewhere it's your responsibility to make sure their path doesn't go through dangerous territory. It's actually another thing when they automatically go somewhere (units gathering searching for the next tree etc for example), so if anything there should be some logic to help in those cases.
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BananaBread: 3D first person shooter on HTML5
feneur replied to fabio's topic in Introductions & Off-Topic Discussion
Seems like only some of them are our sounds. At least from what I could tell from a quick listen to their sounds.(This makes me think of something similar Philip (Ykkrosh) did a couple of years ago. It was only walking around in a very simple 3D landscape (so more like the first FPSs ever, I didn't play any of them, but Wolfenstein? is a name that comes to mind, it was looking like that in any case), but on the other hand that was before HTML5/webGL etc =) I don't remember the URL/know if it's still out there, so I guess you'll either have to take my word for it or try and see if google can find something or go bug Philip in IRC if you're really interested. In either case it is yet another reason why I'm impressed with Philip's programming skills ) -
Hmm, that does feel like a lot of work for something that's really down to opinion which way it should be done. It would be nice if the smoke would go away immediately though. A lot of things are possible for part 2 We will have to finish part 1 before we start deciding what's going into part 2 though Not saying it's wrong to suggest something for part 2, only that it's probably going to be forgotten and lost by the time work on part 2 is begun