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Everything posted by feneur
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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
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The file with the .dmp extension (though the interestinglog.html and system_info.txt can probably be useful as well, so you could add them as well ).
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If a player has an unfinished civic center and citizen soldiers he/she could still hypothetically win, or at least make a difference in a team game, so if anything that should be the criteria. Not sure if it's worth adding that kind of complexity to the win/loss detection code though, but if nothing else it should be possible to set stricter conditions for victory/defeat eventually. Which should fix the issue of different expectations as to what should be needed to win a game. That said I'm not opposed to a "spies" tech or similar
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The name just has to be related to the ancient world, it doesn't have to be an ancient word It would just be confusing to skip a letter.
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You can trade with your own markets as well, so no need for team games to take advantage of trade (The AI doesn't know how to use trade yet though as trade was added late in the Alpha 9 release cycle.)
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AIs don't yet work on Island maps, so that's a part of the explanation. I think it is for the errors, but I know it is for the lag =) The error might be fixed in Alpha 9 (though the AIs still don't support Island maps), but either way, for now it's really not recommended to play against more than one AI or to play multiplayer games.
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Walls are very likely to get an overhaul in the next couple of months for implementing a wall building system for the user. It's good that you offer your input from the RMS point of view though, so all things are taken into consideration
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Check your forum PM inbox...
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Just register an account
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Starting entities placement suggestion
feneur replied to FeXoR's topic in Game Development & Technical Discussion
Because this is the wrong forum =) I've moved the topic to the correct place though, so now you should be able to if you want to -
On a more serious note it should be out before the end of this week if nothing unexpected shows up
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That's something else That's just that in the Alphas we use pre-converted textures (many textures are created as PNGs, but for performance reasons etc the game uses the DDS format), but when using SVN the textures are converted when you first see them on screen. While they are being converted they show up as grey squares. The next time you see them they're already converted and thus loads faster
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So what you are saying is that when you give them a "get into formation" order they no longer follow a previous order? Not sure that's necessarily something to "fix" as it could be confusing. On the other hand if you're just changing from one formation to another you could still want them to continue walking to the destination.
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Please don't post the exact same message in several topics. We do intend to implement a translation system, however as mentioned in other places we want to wait until the English text is closer to being finished. Otherwise the translation work would need to be redone as soon as the English text changes and would risk being outdated quickly - and it would be worse having incorrect translations than no translation at all. Also, it's a higher priority to get the gameplay features done. We do intend to have about a year of beta releases as we test the game and balance things. And implement non-gameplay things, and optimize the engine, so there should be plenty of time for translation work.
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You're welcome. Good that it was something that was solved that easily
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That does sound like a driver issue, are you sure you have the latest version of the drivers for your graphics card?
