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feneur

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Everything posted by feneur

  1. 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.
  2. Are you aware that you can raise the water level? Go to the environment tab and use the "Water height" slider
  3. 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?
  4. 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)
  5. As a Swede working on this game that comment is doubly appreciated
  6. 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
  7. 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
  8. 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
  9. 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.
  10. 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 =) )
  11. 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
  12. Could it be just one or a couple of normals which are pointing the wrong way?
  13. Hello KingCreole, and welcome to the forums Thanks for the nice words
  14. This time Jeroen, aka vts is our featured contributor. He has been working on both minor fixes and big things like the wall system. Read on for a description on what "Featured contributor" means or jump down to read the quick interview with Jeroen. As you may remember we had a thing a while back called Member/Contributor of the Month, as you may also remember we have not any such posts for quite a while. It's definitely not because of a lack of skilled contributors as anyone following the forums/IRC (or for that matter the release announcements) knows. It was hard to keep to the monthly schedule, but since we still think it's important to highlight the skilled people who work on 0 A.D. in various ways we've decided to bring it back in a slightly different way. Both to honor the hard-working contributors, and to give everyone a chance to get to know them a bit. To give you some insight into who the people working on 0 A.D. are Now we will post on a slightly less rigid schedule, but that doesn't mean that the people featured are any less worthy And here comes the interview with Jeroen: Tell us a bit about yourself? I'm Jeroen, a 23-year old guy from the city of Ghent, Belgium. I finished my Computer Science studies last year, and am now employed at a financial company in Brussels as a security analysist. I've been a programmer on 0 A.D. for about a year now. My programming background is mainly one of personal interest. I believe it started as a teenager, when I became interested in building websites in Flash. To make them do more interesting things I started learning ActionScript, which in turn lead to PHP to be able to do things on the server side, more generally exposing me to the LAMP stack. I moved on from Flash websites to more traditional ones, and picked up some Java, C/C++ and Python along the way. Today, I still occasionally do web development, although I find my interests have moved more towards non-web development. I enjoy programming and general problem-solving recreationally. I tend to write programs just for fun, for personal use or because I have my mind set on learning how to write a program that does a particular thing. I enjoy a challenge in that regard. Game development was a challenge for me when I first heard about 0 A.D. (and it still is), and that was a big part of the reason why I decided to join the project. It's a subject I've always been interested in, but that I never had a chance to get serious with. Many aspects about 3D programming seemed very complex and hard to grasp for me, so I figured just diving in would be a good idea. There are some communities that I used to be a part of when I was younger. I used to be very active on Kirupa Forums, a board about web development (and anything related). I also used to be part of the Crossfire community, which revolves around the game Wolfenstein: Enemy Territory that I used to play quite enthousiastically and competitively. I still play it occasionally, but just for fun. Other than that: I'm a big fan of movie soundtracks, and am somewhat privileged in that regard as the annual World Soundtrack Awards are held right where I live. I also like to go for a run every so many days around my local track. On my nightstand are books about reverse engineering, windows internals, (popular) cosmology and religion, and our local variant of Scientific American. What have you found most interesting about contributing to 0 A.D.? I think the most interesting part has to be the way in which a loosely grouped set of people from around the world manages to coordinate an effort like this, and have been keeping it going for so long. I've said this before, but one of the things I really like about 0 A.D. development is that the people involved are active in such a way as to create a positive feedback loop: because people keep the project moving forward, everyone stays encouraged to keep working on it, in turn contributing to the feedback loop for others. Anything you want to add? Nothing especially important, although I would like to point out that I think it's great to be able to work with and learn from people who are vastly more talented and knowledgeable than me, and not only in the field of programming. Oh, and I also enjoy the occasional back-and-forth with people on IRC who appear to share my tastes in music (you know who you are)
  15. Well, there are the shields which I'm sure will have player color, so I think that should be enough
  16. Nothing is decided about part two yet. I don't mean this as in "this will not happen", but rather as in "don't take anything for granted about part two" We need to finish part one before we start on part two
  17. Congrats Glad to hear everything went so well
  18. It's very much possible to resize it, and in fact the resize option is not really recommended on non-blank maps, so it's definitely something we recommend you use before adding something to the map. The option can be found in the terrain tab, under Misc tools, see http://trac.wildfire...n_Tab#Misctools for more information. And in general it's a good idea to look through the pages of the Atlas Manual ( http://trac.wildfire...ki/Atlas_Manual ) as there are some aspects which might not be too easy to fully understand from just playing around with the game
  19. I wouldn't say the Celtic temple looks too small. In fact, it's occupying more or less exact the same space as the others (the shape may vary, but they take up more or less the same area in total), so while I'm sure there might be other things one could change, the size isn't one of them. Another thing to remember is that some choices are made for gameplay reasons, and some for artistic reasons, and some for historical reasons. In many cases they can work together, but sometimes you may have to make a choice that isn't perfect in all points of view. To some extent the way the Celtic buildings look is because of this (to some extent it's down to lack of good references saying something else, so the more help you can provide in that area, the better any possible updates can be), each civilization should have a distinct look to it, and sometimes that means that some aspects are downplayed. That doesn't mean that you can't give the Celtic civilizations a distinct look while still making them look more "civilized", just that it's part of the reason why they look like they do
  20. That is explained in the manual here: http://trac.wildfiregames.com/wiki/Manual_SettingUpAGame#HostingJoiningaMultiplayergame (I could have just pasted the number, but since the doc contains more useful information it's more worthwhile to link to it imho ).
  21. Ouch, that doesn't sound optimal no Hope everything goes well though (Or hopefully "went well", as in: "I hope it's not still going on" )
  22. About the foam, Michael (Mythos_Ruler) created a/or perhaps several textures a couple of years ago that he placed manually. Hmm, looking at them in Atlas (just search for wave in the object tab) I guess they are more like waves, but still, something to check out at least, perhaps it can be useful in one way or another
  23. I personally don't think that's subtle at all, in fact I'd say it looks a bit extreme on the stone walls =) Perhaps it needs a higher resolution texture to make any difference for the straw roof/wood though, but on the other hand perhaps it's not ever going to make a big enough difference on such areas at the zoom we're using
  24. What's weird about trade between ports that belong to the same civilization? Granted, if they are too close it can seem a bit weird, but the amount gained is really small if you put them too close to each other
  25. feneur

    Water Bug

    Can you please find the logs according to this guide: http://trac.wildfiregames.com/wiki/GameDataPaths and post the system_info.txt file here?
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