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Everything posted by feneur
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(It doesn't include any units inside though, and most likely will not. If modders will want to add something like that they can feel free to, but for the main game it's too much micromanagement for little or no gain.)
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Suggestion about picking player color
feneur replied to Juan Sebastián Gómez's topic in General Discussion
Mostly for "historical" reasons (historical as in "it's been used in other games before" mostly, but also due to it's historical meaning: http://en.wikipedia.org/wiki/Gaia_(mythology) ). That it includes not only the animals/nature, but also the neutral units, is probably a result of them being seen as "belonging to nature" since they don't belong to any of the actual players. And probably also a matter of convenience since there is no need to add an additional "neutral player" for them to belong to (These latter thoughts are more about the general concepts, the reason why we use the name Gaia for the nature/neutral player is most the first of it being used in other games before 0 A.D. ) -
I'm pretty sure that (well not the form, but the statistics gathering function that is connected to it) already detects most (if not all) of these things, so it's more a matter of digesting the information (I don't recall if it does any performance testing though, I seem to remember it might, but I'm not sure, someone else with more knowledge on what it actually does will have to fill in with more information ) Afaik it's pretty much impossible to get these perfect though, especially before the game is done. So I don't think we should stress out too much about getting it perfect. Also things like the OS matters a lot too, iirc Win7 requires 2 GB of RAM just on its own for example (or it's recommended you have 2 GB of RAM or something, either way the main point is that different OSs have different requirements/resource usage ), so running the game on Win7 as opposed to WinXP or a light-weight Linux OS might give very different performance results on the same machine.
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I just don't see how that would make the game any more fun or interesting? Adding another step to unit production (or three in your case as you first have to make sure you build enough different houses, and second make sure you have enough citizens to both keep gathering and fighting, and third make sure there weren't any necessary workers taken as soldiers) without adding some benefit to doing it this way is certainly not making the game better. Also, remember that 0 A.D. is a war/economy game (in that order of importance, though of course you need to get a good economy going first in terms of when you do things), so we can't make one side too complicated without making the other suffer (or reduce the complexity of that part to compensate). It's another thing in a game like Stronghold since the emphasis there is more on constructing the stronghold and managing the economy (at least in the ones I've played, haven't played the latest one), and if anything defending against the enemy, and less on attacking.
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Suggestion about picking player color
feneur replied to Juan Sebastián Gómez's topic in General Discussion
For general gameplay I think that is a really bad idea. It should always be clear what objects are gaia. For scenarios it's one thing, there it might make sense to e.g. have Gaia share the color of one of the civs if you want to do something like have the player destroy buildings that belong to a certain civ, but without alerting the player/AI. So I suggest we add a "Gaia" player to the Player settings tab in Atlas. Should be useful for the future as well if we want to make it possible for Gaia to tribute resources to the player as part of a scenario or something (that specific thing is probably left for part two with triggers, but there might be other player related settings which can be relevant to set for Gaia as well, perhaps there are some specific Gaia settings we could add here etc). -
New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Agreed, for now the most important thing is to get sound working for as many people as possible (hopefully everyone ). If we can't have exactly all the features of the current implementation (was rolloff even part of it? Not that I'm too sure about what that is, and yeah I could google it, so don't worry about explaining it, I just mean that as long as the basic functionality is there for this release I'll be more than happy ). -
Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
You should most definitely be able to run the game in windowed mode, see http://trac.wildfiregames.com/wiki/Manual_Settings for how to set it up, the bug should just be that it's not possible to change it while running the game. -
Provided we have animated textures it sounds like it should be relatively easy to implement, just create a sky that includes auroras (or perhaps even on a special extra "layer").
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I think there is, maybe not a huge document with every planned feature of course, but at least a basic document outlining the vision and idea behind it I mean it's hard for someone to come along and implement what you want if they don't know what you want Ah, no that part isn't planned (nor was the inventory part in Rise and Fall, to be honest it was more Action than RPG, though you could select new skills for the hero as you got more experience). And I don't think adding that would benefit the main game, at least not for part one. It's definitely something to think about for part two though as that will generally be more about the story-telling aspects (triggers/cinematics have been postponed for part two, and things like attrition and possibly morale etc which gives a greater emphasis on the individual units and maintaining/caring for them are things many have wanted and which may be included then).
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
Myconid explained the Alt+Enter issue, as for Alt dragging, perhaps the OS is using that keyboard combination? (I think at least some Linux window managers use that combination for moving the window or something, so it's at least a possibility) If that's the case you can always set the keyboard combination to something else, but if it's not it sounds like an actual bug which should be solved. -
The power of game design documents is that they help focus development, and make sure that the idea is well established. The second part is probably the most important imho, the exact features that goes into a game may change (and probably should, some when you implement them and realize they are no fun, some when you realize they take too much work and would halt the development too much), but if the idea changes too much it's going to be a problem (developers may leave because the game is no longer what they joined for, you may alienate fans who had started following the development because of the original idea, and you may have trouble attracting new fans/players if you get a reputation for being shifty etc =) ). Not sure what you mean by a hero system? I mean that could range from what we already have (albeit in a limited form so far as we don't have any "powers"), to Rise and Fall style, to something even more RPGy.
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Sound effects Designer - Evan Bogunia
feneur replied to EvanBogunia's topic in Applications and Contributions
Splendid -
If the heightmap is in a bitmap format you could always just use e.g. Gimp or Photoshop to make sure the "lowest" color (provided it is a bitmap heightmap either pure white or black should be the lowest, I'm guessing black, but as you can see I don't even know enough of the heighmap system to know what formats it accepts ) for anything you want to have above the water is increased a bit.
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Are you aware that you can raise the water level? Go to the environment tab and use the "Water height" slider
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To select those objects, press the Alt-key when you click/drag You cannot lower it more than to the minimum height (or raise it more than to the maximum for that matter). Since you say you cannot lower the terrain I'm guessing you mean that you have lowered it already in some place, but would like to lower it more?
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I suggest you read through the Atlas Manual: http://trac.wildfiregames.com/wiki/Atlas_Manual But in short, just use the select-and-move/rotate tool (the second button in the main toolbar) and left-click to select objects, press the delete key to delete them. Or drag with the same tool to select multiple objects, use the shift key to add to an existing selection, control to remove from an existing selection. For a pipette, select the paint texture tool and then shift-left-click to select the texture underneath the cursor. (That part needs to be added to the manual)
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As a Swede working on this game that comment is doubly appreciated
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Hmm, I have a feeling it's not completely impossible that something like this exists. Or at least something that's not too far away from it. I seem to recall there being something about the farms which is relevant, but perhaps that's just that it blocks things in a special way, and since it's a building it might not be relevant anyway. Hopefully someone with more programming knowledge will have something useful to say
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If you get a new issue (and this really doesn't seem to have any connection to the problems when setting multiple waypoints that the other topic was talking about), please post a new topic. That way it's a lot easier to make sure your issue is seen and solved and doesn't get lost in the confusion
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
If they just want to do a normal map or two does it really matter if they get the chance at one point in time or a few months later =) But anyway, the main thing is to get it done well and as soon as possible -
Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
I'm pretty sure that the point was that the features may be added to SVN pretty soon after a release (or for that matter at any time after a release) and then it's not just a probable feature anymore. It's just that you are using the newest version of the code and not one which was released X number of days/weeks/months ago That said, I'm sure it might be easier to get new people to start contributing if they can begin by working on something with a release version of the game, but on the other hand, if they are ever going to be serious about contributing they will have to learn how to use SVN anyway. And in some ways it's actually easier than developing from a release version as all the data is in a ZIP file etc there, once you just get around the actual downloading of the SVN contents (and possibly build the game if you're not on Windows, but then again if you're using a non-Windows OS you're probably more likely to be prepared to compile the game anyway) it's definitely easy. -
To attach I believe it's just to select them both and press Ctrl+P, but I forget in which order you select them (e.g. if it's the one you select first or last that becomes the parent), so I guess it's best for someone else to explain it better (Unless it's something other than just parenting one object to another you are thinking about In which case my advice is probably completely useless =) )
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About BlenderArtists, I believe there is already mention of 0 A.D. there somewhere, so it would probably be wise to try and find any possible such threads first. Just to make sure it doesn't come across as spamming, but rather adding a valid (though "advertising") point to an existing discussion. We don't want to be associated with spamming after all
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===[COMMITTED]=== Updating the Greek Structures
feneur replied to Gen.Kenobi's topic in Completed Art Tasks
Could it be just one or a couple of normals which are pointing the wrong way? -
My first post (hope not the last one)
feneur replied to KingCreole's topic in Introductions & Off-Topic Discussion
Hello KingCreole, and welcome to the forums Thanks for the nice words
