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Everything posted by feneur
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It doesn't seem to be common as I don't think it's been reported before. If you get any error messages it would probably help to find the issue if you would post it. Also, details about your network would probably help. As well as the info from the in-game profiler (press the F11 key while the game is running), but I'm not 100% sure about which information is the most relevant at the top of my head (and not being at a computer with 0 A.D. installed) so hopefully someone else can tell you better what to look for.
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What would you have me do, Caesars?
feneur replied to Jubalbarca's topic in Game Development & Technical Discussion
A wall system is being worked on So in that case it's definitely not necessary to duplicate the effort =) From a non-programmer point of view I'd still say AI is one of the areas that would benefit the most from having several people working on it at the same time though. Partly because of the competition sense, but also since it's probably one of the best way to determine how to best get a good AI API. If the API just works for one kind of AI it's not much use in having an API =) Also, and here I might really be wrong not being a programmer so use caution when interpreting my words , to me it seems AI programming can take relatively different paths to the same goal. In other words, an AI seems to be possible to program in fairly different ways, and while we certainly can't foresee all ways an AI can be implemented I do think there's benefits from having more than one official AI being developed. With enough communication and thinking it should be possible to put the things that can be shared in the AI API to avoid too much duplication of effort, and if it can't be shared that directly/completely the code can after all be copied-pasted-and-then-edited if there are things that has to be done slightly differently. That said, it would probably be good if the different AIs filled slightly different goals. Maybe one should be more defensive and another more aggressive? Difficulty should be possible to incorporate in each single AI, but there might be decisions that may be easier if an AI only has to be really good at one scenario (though of course it doesn't hurt if it has some variation to its strategy to avoid making it too easy to play against). -
What would you have me do, Caesars?
feneur replied to Jubalbarca's topic in Game Development & Technical Discussion
Splendid It's probably the area where you can offer the most, at least at the moment. After all, while some things have changed, and others are changing, in the AI API I'd still assume it's the area you know best, and thus if you don't have much time it's probably better spent on working on something you're familiar with rather than trying to learn new things. It's up to you of course, sometimes learning new things can be more motivating In what way? Something like "Official bot #1 - qBot"? Or something completely different -
Wonderful Brings back the memories
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You can of course also use an old version of 0 A.D. for your AI development (the easiest way is probably just to have a separate SVN checkout of a specific version of 0 A.D. that's just for your AI development, and another/the release version for playing the game). It depends a bit on the objectives for the school project, and for your AI development. If you just want to try things out and play around it depends on how much time you're willing to put into it. If you might want to keep on working on it/release it for others it's definitely recommended to stay on top of the development, but if you just want to play around a bit in the short term using a specific, unchanging, version of the AI API is probably easier. For a school project that may even be required, to make it easier for the teachers to follow it if nothing else, but on the other hand it's more realistic to have to be able to keep up with changing APIs, so hopefully it could work either way. (Also, Jonathan et al are after all not going to change things "just because"/to make things harder, so hopefully the improvements will even make further development easier, and should be worth staying on top of )
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He probable meant "AFAIK" = as far as I know.
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That does look like a driver issue to me, but I could be wrong. Could you please post the file system_info.txt found in the logs folder (the location of that folder varies between operating systems, but http://trac.wildfiregames.com/wiki/ReportingErrors#Errors should tell you how to find it for your operating system), so that the programmers can find out what the issue might be.
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Thanks for the write-up Philip I can't say I fully understand everything, but adding this flexibility is definitely nice for the future (Especially with the speed and added modes possible with these changes ) -
Architecture for new sound system
feneur replied to k776's topic in Game Development & Technical Discussion
It's also a bit above the heads of us non-programmers for most of the time =) Good to see you take an active interest in this though, it's sorely needed Interface sounds would fall into this category, or am I missing something? Music should also be heard all the time, perhaps with pauses at times to give you a chance to hear something else for a while, but not limited by location I mean. Or perhaps you're talking about sounds "from the game world"? At least in theory that sounds great and logical, hard to know for sure without having experienced what it's like in-game though =) -
Also, remember that the game isn't balanced yet, so the exact stats etc may of course change Generally speaking though, the Celtic boats are intended to be among the strongest of all, so while they might not be as offensive on the seas as other civs it will take a lot for an enemy who wants to defeat the Celts at sea.
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Known Problems (Please read before posting)
feneur replied to quantumstate's topic in Help & Feedback
Hmm, didn't find anything called announcements, but there is a feature called board guidelines which places a link to either a specific page with the content you set up or to a link, I've set it to link to this topic. It could be a bit more obvious, but it's at least close to the "View New Content" button so users who are aware of that should see it =) Now I would guess most people who have used the forums enough to be aware of that are aware of either this topic or have seen the questions asked/answered in other places, but at least it's there I'll let the other links remain until after the forum upgrade, then we could style the "board guidelines" link to make it more obvious -
Known Problems (Please read before posting)
feneur replied to quantumstate's topic in Help & Feedback
I couldn't find anything relevant, but I've added a link to this topic to most forum rules (i.e. the optional area above the individual forum), so it should at least be a bit better. Could still be a bit more obvious though, but perhaps that's something to think about when working on the theme for the new version -
Known Problems (Please read before posting)
feneur replied to quantumstate's topic in Help & Feedback
Hmm, I wonder if it's possible to have the same topic stickied to every forum (and still be just one topic I mean), will have to take a look at the admin interface... -
And I who thought we had made it clear that using the game is on your own risk, especially since it is an alpha. That also means that the engine itself is changing (which is a good thing as it means the game is moving towards a greater level of completeness), which can mean that the game will indeed not run when you use versions as close apart as a couple of weeks. If you're not prepared to use Alpha software, then wait until we have a 1.0 release before playing the game, otherwise follow our recommendations and use the exact same version and things should work fine (if not we should fix it). Just don't expect us to make each and every revision backwards compatible with every earlier revision, not only would that cause a lot of work, it would also be pretty pointless as everyone is able to get the latest version (and I know that not everyone is able to/prepared to compile the game themselves, but that's what the alpha releases are for: to give everyone a chance to check out the progress of the development).
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It does most definitely exist in Blender 2.62, at the top of the Import/Export dialogs. And while the importing/exporting isn't perfect I'm pretty sure it's been there in all versions released in the last couple of years at the very least.
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Not sure what you mean by "de-couple", it would be helpful if you posted a more detailed error message than that. Also, while it doesn't have to be a problem it's never a good idea to play with different versions of the game.
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Texture Artist Application- Gothic
feneur replied to Gothic's topic in Applications and Contributions
Most people either use 3DS Max or Blender. -
Architecture for new sound system
feneur replied to k776's topic in Game Development & Technical Discussion
I don't have enough technical knowledge to add anything of value, however, I want to add that there was a lot of old discussions and decisions and while there might be better ways to do things/new libraries available etc etc, it's good to keep in mind what has been done (to avoid doing the same things again if nothing else). http://trac.wildfiregames.com/wiki/TDD_Audio is probably the most important since that is the end result of the previous discussions. Also Carsten's old blog about the sound development: http://www.waste.org/lostchocolatelab/0adblog.html -
Hmm, are you sure there is a "Temple" category?/That it's called "Temple"?
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The engine supports those characters as well, it's just that there needs to be a font with them included added to the game
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For part two all civilizations should be included in one download, or if it's too much to download at once multiple downloads, but in any case one installation. It's very likely that new features added in part two will have to be applied to the existing civilizations etc. As we aren't even finished with part one yet I don't think we should decide too much, but I'd be very surprised if not all civs were included
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I just tried it and it worked fine for me, so could you please provide more details? Keep in mind that since it is in enemy territory it will loose health you need to build faster than the loss of health. I haven't tested, but I assume that with just one or two units constructing the building the loss of health might be greater than how fast they can build.
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It is a known problem: http://www.wildfiregames.com/forum/index.php?showtopic=15796
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He couldn't before as the Help & Feedback forum didn't have those privileges (it seems to have become somewhat of a bug report forum for people who aren't aware of the official bug reports forum, but it wasn't intended for that in the beginning so thus attaching files wasn't enabled for ordinary members), I've added those privileges now though