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Everything posted by feneur
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As you may have noticed there are custom titles displayed above the avatars in the forum. They are based on the post count and can be changed to whatever we want them to be. Currently they include things like "Community Drunk" and "Community Addict", but we would like to change them into something better, preferably to do with the ancient world. This is where you come in, please add your suggestions to this thread Currently there are 15 ranks, ranging from no posts to impossibly many, and we can add more, so there's room for plenty of suggestions. Anything related to the Ancient world, and is not a bad thing to have displayed in your profile goes
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It definitely needs an autobuild/custom build, so no worries if it cannot yet be seen in-game
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Now I think I know why the post ranks suddenly are noticed: the rank images (called pips/pip images) aren't displayed, so now the rank titles are noticed instead =)
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Please vote for 0 A.D. on Sourceforge Project of the Month!
feneur replied to Jeru's topic in Announcements / News
Me, succinct... But yeah, I'm generally too wordy -
I'll leave it to the programmers to offer more technical input, but as a general comment: Apart from all the technical reasons there's the issue of how much time it would take to redo everything to fit in your paradigm. Perhaps it's not too difficult, but in either case it at least initially would be a lot of work just to get the same result as now. That might make sense for part 2, but to spend a lot of time rewriting something that works at the moment, while we're getting closer and closer to being able to finish part 1, that just doesn't make sense. It all depends on the technical questions/reasons though, especially since an API can be an added layer on top of what's already existing, so don't take this as anything else than "be prepared that this proposal might be more relevant for part 2"
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Yup, this should all be possible eventually yeah
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Ah, well, technologies have just begun to be added So expect some more to be added, especially technologies which are unique for the different civs. That said, apart from some techs + ranks I don't think we're going to go too deep into customizing units. It makes sense for an RPG, or for a game like AoEo where you have a static empire that you build up over time, but for regular skirmish gameplay it seems a bit much to me personally at least. That said, for the "imperial campaign" mode we're planning it could be an option to go a bit further as you're going to keep the same units over multiple individual skirmish matches there.
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Hmm, it would probably be better to fix the error than to just revert the changes Thanks for reporting this though
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In what way is what you are describing different from the technologies already in-game? (apart from there not yet being a tech tree display, and there not being any scholars/tech points)
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Actually the AI doesn't use technologies yet, so that shouldn't affect when it attacks you. Perhaps it is you who are getting better at playing 0 A.D.
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As a workaround for now you can always set up your favorite color in Atlas (just run the random map or open and save an existing map with another name, and change the color in case you don't want to create an entire map just to be able to change the player color ).
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New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Is there much left before this can be added to SVN? Would be nice to have it in asap so it can be as well tested as possible before release, and it definitely sounds like it will be ready for the Alpha 11 release, so best to get it in soon It's definitely wise to fix any possible major bugs and preferably add the above directionality, but apart from that? -
Will you take care of it or should I? I'm too tired to do it now, but I should be able to do it tomorrow, so perhaps I should rather say: if you haven't done it tomorrow evening I'll take care of it
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The citizen soldier concept (and thus any effects of it like being able to train fighting units in the civic center) is one of the core concepts of 0 A.D. and will not change. Waypoint markers is planned (and quite possibly the path being displayed while the units are selected will happen as well). A town bell is probably going to be included as well (though you can garrison your units manually already, just press the button in the GUI or Ctrl+Right Click on the building you want to garrison them in). Highlighting the units requirements, maybe, but on the other hand, at other times you might be more interested in the stats or what units it counters, so I don't think it's so easy to just highlight the one or the other. Especially since you can just click to train/construct and you'll see how many more of each resource you will need before you're able to train/construct it.
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Yeah, some kind of player profiles is definitely a good idea. If nothing else for the community aspect, getting some kind of identity on the player you've beaten/been beaten by should add some interest to the multiplayer gameplay. I'm a bit wary about including i.e. games won/games lost as that can lead to some people playing just to get a high ratio of won games versus lost games (and thus might play mostly against enemies they are sure to defeat like new players, or quit games they are about to lose etc).
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It has been cut from part 1 (basic gameplay and the civs from 500BC-1BC), but will be reconsidered when we start work on part 2 (more advanced gameplay, story-based campaigns/scenarios, and the civs from 1AD-500AD). You can manually create a scene with low lighting already, it's just that there are no additional effects/automatic day/night cycle.
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Sure, they might even be the default ones from IPB from years ago =) Maybe we should open up a new thread and ask for suggestions? Would be nice to have some more history-related ones
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
The Elder Scrolls V (more commonly known as Skyrim ). -
Indeed, you will have to remember that it's different people who write code and create models/textures (At least generally speaking) So it's not just the one or the other New factions generally need only the latter, so at least won't interfere with more new features, polish in terms of reworking the GUI/existing models/textures it might interfere slightly with though, so I'm not saying it is completely unrelated, just that you shouldn't feel too worried .
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I'm fairly sure you shouldn't have to include the port number in the IP, the game should take care of that part on its own. But perhaps you didn't try with it that way but rather just posted the example that way?
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I think it's more due to convention than anything else =) Other games (at least AoE if I remember correctly) does it this way, right click for actions which are done either directly or with the help of a shortcut key, and left click for left click initiated button actions. I'm fine with it either way personally, especially since I don't use the button But perhaps someone else has stronger feelings about it/better reasons for doing it this way (Had only people read manuals we could get rid of the button entirely and only use the shortcut key to save space in the GUI =) But ah well, that's not how things are so it's better to have a button easily accessible so people can discover it by trying things out )
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That is indeed a standard thing related to post count, and has always been there, so no new thing
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New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
The forum didn't allow .diff before either, previously you've either been attaching .zips or at Trac I've added the .diff attachment type now though, so you should be able to do things either way And again, thanks for working on this, it's greatly needed -
Actually I would say that the graphics programming is most likely the fastest part, at least now that the base engine is done already. For graphics programming you can reuse, or just slightly modify already existing code and concepts, while for gameplay it more or less always needs to be unique for our game as gameplay varies from game to game.
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If you take a closer look you'll see that the highlight is red, meaning that if you select the one you are hovering over the other one will not be available So it's intentional. All techs which has a small link icon above/below them are like that, either you choose the one or the other.