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feneur

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Everything posted by feneur

  1. It's amazing what some people can do with "just" some lines of code
  2. 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
  3. 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.)
  4. 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
  5. 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 =)
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. If you're willing to try the instructions are here: http://trac.wildfiregames.com/wiki/BuildInstructions
  12. There are others See for example: http://www.moddb.com/mods/merp-middle-earth-roleplaying-project/news/merp-cd
  13. 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
  14. 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.
  15. 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
  16. 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.
  17. Already done Just wait a short while and check it out in Alpha 11
  18. Just waiting for a few more binaries to be done and it's ready to be announced
  19. 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)
  20. 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
  21. 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).
  22. 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?)
  23. 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 :-/
  24. 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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