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feneur

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Everything posted by feneur

  1. You can always go to the Bandcamp page (http://play0ad.bandcamp.com/) and have that play while you work
  2. For you yeah I.e. it should most definitely not be available for non-team members. All in-team user groups should have some moderator privileges as we've added that for the task/user forums (i.e. all programmers have moderator permissions in all programmer user forums, might not be 100% accurate as we might have forgotten to add them, but since we're moving more and more away from using the forums to track tasks that isn't really needed anymore anyway), there might be some settings that makes all moderators global moderators - or one of us might have enabled that at one point for all I know, I don't remember. In either case I don't think it's an issue if someone who's on the team has mod privileges, if we allow people commit access to the SVN we sure should be able to trust them with mod privileges in the forums (Admin privileges is another thing though )
  3. I like how you think And I presume the elephant stables would only be buildable in the the Town Phase? Which would also mean that for the early game the buildings would be more useful (though I guess one strategy could be to rush to the Town Phase to be able to build support elephants quickly, not sure if that would be a viable strategy, but perhaps if you quickly want to exhaust the map of e.g. stone/metal or something ).
  4. Some tips can be found in: http://trac.wildfiregames.com/wiki/Modding_Guide and more specifically in http://trac.wildfiregames.com/wiki/Basic3DImplementation (It uses Blender as an example, but most of it should be relevant to all 3D applications ).
  5. Looks like an improvement over all. The thing to consider is where to put e.g. the chat when setting up a multiplayer match, but with an lobby for that it probably needs to be different anyway as the needs are different.
  6. Ok, well as long as there is some way to control it, and eventually it would be nice to have the ability to turn things on and off completely. Don't worry about having that option at the moment though
  7. Maybe have the portrait work as a button in the sense that when you hover over it it is "raised" a bit so it's more obvious it is clickable?
  8. Are effects possible to turn off completely on an individual basis as well?
  9. The civs in part to will not replace the civs in part 1, they will complement
  10. Part one is the years 500BC-1BC, part two is the years 1AD-500AD Exactly which civs will be included in the end will have to be seen, but the focus/starting point is and have been and will be Rome and the civs it interacted with. That doesn't mean that I'm against including other civs, just that I don't think we should exclude e.g. the Germans for example but include the Mayans or something
  11. Hmm, did you click on the More Reply Options button? That takes you to a page where you can do more things, including attaching files. Please take a look if you can, otherwise I'll take a look at your permissions when I get home blender_2.59.zip
  12. Maybe it should be mentioned that the channel is #0ad-dev in case Jason doesn't know, it was #wfg while he was more active
  13. Nope. It's just that there's a limited time for coding/reviewing patches, so it might take a while (Also, bigger things are less likely to be reviewed quickly as they require the programmers to sit down and spend quite some time with the code As opposed to a couple of lines of code that fixes a clear problem and can be reviewed in a couple of minutes )
  14. No new civilizations should be added once we're out of Alpha. Nor any new gameplay features. The only things which should be done then are balance fixes, code improvements (to improve performance etc), bug fixes, overall graphics code (i.e. things which improve things overall without requiring a lot of things to be remade/edited), and non-gameplay additions (the translation system could be added in an early beta perhaps for example, and a config dialog doesn't have to be done before we call it a beta, and improvements to the multiplayer lobby and such things).
  15. Great work Georg Nice to see things fixed so quickly
  16. Confirmed. Neither the actual action is performed, nor the highlight of the buttons.
  17. Sounds like good solid progress in the time you have had available Looking forward to when the changes are done and reviewed so it can go in the SVN
  18. For part one I really don't think this is worth even thinking about. It has so many implications for other things as you say, and I'm sure a lot of them will have to be reworked significantly. It's definitely something to think of for part 2 though, but even then I wouldn't get my hopes up too high. After all, pathfinding is a big pain as it is, making the terrain much more complex is probably not going to help it. Is there and games out there that has true 3D terrain btw? Would be interesting to see how it can work in reality.
  19. Given the difficulty to even find enough details to design the generic Iberians that's probably not going to happen. But as Michael said, the first obstacle to overcome is to find enough details to create a civ profile. Then the art etc would need to be created, but if nothing else it can be done as a mod after part 1 is released, so it's not like the work of gathering the information would be lost in case we're not able to do it for the version one release.
  20. Not directly. Later the Carthaginian walls were decided to be a civ bonus instead, see http://trac.wildfiregames.com/wiki/Civ%3A_Carthaginians#CIVBONUSES
  21. I think you may misunderstand in which direction Sweden is from you (we're GMT+2 during the summer and Central Daylight time is -5, in other words I'm 7 hours ahead of you ), so during the weekend would probably be the best.
  22. The actual code is pretty well documented (at least as far as I know, I'm not a programmer so I can't tell too well/don't look at it too much ), so what's needed is mostly the introductory stuff/overview. If you look at the main Trac page it's the things below http://trac.wildfiregames.com/#Forprogrammers: which I'm talking about As you can see there are a lot of "Outdated" notices, so there's a lot of work to do. Part of the work is being done by the programmers over time, but where a documentation manager would come in would partly be to encourage the programmers to be more active in documenting things (the more technical things specifically as it's easier for the one working on it, and most importantly the new things they work on as it's best to have it documented asap before they forget things ) and partly to make sure that the documentation is organised in a way that makes sense both for newcomers and people who have been with the project for a long time. And of course as you say to keep the basic documentation up-to-date so new programmers can get into development as soon and easily as possible (and there it might actually be a good thing that you are not too experienced as a programmer as you will have easier asking the beginner questions that the documentation should answer If this sounds interesting to you I'd like to have a quick chat with you to get to know you a bit. Do any particular days work better for you? You living a fair bit to the west in the US might make it a bit harder for us to find some good times, but we should be able to find some day that works for both of us
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