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feneur

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Everything posted by feneur

  1. No worries. Though apart from just adding a quick model to the game you're likely to need quite a bit of time to get something useful done. Just so you're prepared
  2. I'd say it's up to you whether you want to put the latest version of e.g. a new random map script in the first post or in a reply, it's definitely recommended that you write a new reply to mention it if you've added/changed something in the first post. If something is changed in the first post but you don't let people know, then no one will know. Adding a new reply, regardless of whether you put the new version there or in the first post, will let people know there's an update. Among other things it will show up on the "View New Content" page. About getting replies: first, remember that the forums are visited by people from all over the world, so I'd say you should allow for at least 24 hours before expecting a reply. Second,it's far more likely for you to get replies if you post a direct question than if you just list some thoughts you've had and ask for people's opinion. Another thing, while we certainly aren't as aggressive against people posting twice or more in a row you seem to be a bit more likely to post a new reply rather than editing your last reply if no one has posted anything in between. It definitely depends a lot on the circumstances, and as said above, editing an existing post doesn't make the topic show up as changed on e.g. the "View New Content" page, just something to keep in mind.
  3. Yeah, the Celtic walls will be remodeled
  4. Well, then that's an issue with the models. I wouldn't say it's a good idea to work around issues with the models by changing the code, better to do it right in code the first time and fix the models (They might need tweaks anyway once the player wall building system is implemented.) That said I don't see the issue when manually placing walls and wall towers: Perhaps it's harder to do in code though There are issues in other angles than 90° though, so perhaps that's what you meant?
  5. Hmm, you would have found quite a lot of an answer in the topic just below yours: http://www.wildfiregames.com/forum/index.php?showtopic=15693 , you can find a lot of useful information in the relevant part of the Artist Design Document: http://trac.wildfiregames.com/wiki/ArtDesignDocument#Blender as well as in this topic: http://www.wildfiregames.com/forum/index.php?showtopic=15742 . It's best to look through those resources and then try looking through the games resources and work through things yourself. Then if you run into issues post direct questions here. It's hard for us to help more than pointing to existing resources in a general sense, we don't know what skills you have already etc
  6. Hmm, the Iberians do have a wall tower like all the other civilizations. So I'm not sure what you mean by that (Also, if you're using SVN there are Roman walls and wall towers as well =) But that's up to you, it is definitely recommended to use the SVN version for any kind of development though )
  7. It's not going to be released in 16 hours, however the feature freeze (i.e. no new features added, and generally only bug fixes and non-risky additions should be made) is tomorrow as you say, so it's probably still a good choice to put it up here rather than adding it to the SVN for now. Great work as far as I can tell though You and wraiti are really pushing the quality of the RMSs to come nearer and nearer to handmade quality
  8. That's basically how it's done now. Just that you don't click twice but rather click-and-hold and rotate the mouse until you get the building the way you want it.
  9. Well, the project most definitely does qualify, however, we don't have developers with enough time to devote to mentoring. (If they'd have that much time we'd see more progress even without the GSoC )
  10. You can also use the Control key together with the middle mouse button(/scroll wheel).
  11. feneur

    New Error!

    Assuming you mean saved games Philip wrote this in the post above yours: "(assuming the game had some UI to delete saves, which it doesn't yet)".
  12. feneur

    New Error!

    Ok, that's the error that wasn't fixed, it was the crash when trying to save games that was fixed. This error we need more information to be able to debug. Could you please post more details? What map did you play on? What AI did you use? Did you try to load a save game from before SVN revision 11198? Just as a general information to help with debugging, I just updated SVN and built the game and saved and loaded a savegame without problem, so it's at least not a general issue. (Acropolis III, played against qBot, just played a couple of seconds to test if it was a general load issue.)
  13. feneur

    New Error!

    Nowhere in this topic was game lag mentioned, however, the issue you mentioned above that caused the crash when trying to save should be fixed in the latest SVN version.
  14. Ramming is planned for part 1, boarding/capturing ships is postponed for now, perhaps in part 2.
  15. Not sure how relevant it is, but I thought I'd forward this comment from the ModDB repost of the day 15 writeup:
  16. feneur

    New Error!

    Hmm, you write in the topic title that the SVN revision is 1094, I doubt that is correct as the latest revision is 11194. I'm guessing that's what you meant though? That said I can report at least a similar issue: Revision 11194, custom built .exe (VC2010), after trying to save the game. First you get back to the main menu, and get the above error message, then pressing continue makes the application crash.
  17. The final version of the AI is not likely to be released until earliest when the final version of the game in its entirety is released. Improvements to speed are likely to be done and released before that though, but there could be new features added in a later release making it slower again, so don't expect it to be as good as it can be until the game is finished
  18. Also, the number is after all meant to symbolize all kinds of loot. Including gear, food carried, money, etc.
  19. Enable the developer overlay, click the box, press spacebar (Maybe it's time to add a "developer overlay" page to the Trac wiki?)
  20. That's probably when it was created =) That page is what has been at that address for as long as I remember. And yeah, regardless of how much you love your dog it seems weird to put up a web page at "0ad.com" for a dog called Pacman =)
  21. It would be a lot easier to comment if you'd put the new ideas/thoughts in a new post. It's good to have it in this thread, it's just that it's hard to have to go through the list and try to remember which we've already commented on/read
  22. First of all, consider that the game is still in development, and that things may still change a bit before the game is done, so think about whether you think it's worth spending a lot of time learning the game as it is now rather than wait for it to be finished. If nothing else it should eventually be possible to set the difficulty of the AI, and maybe even choose a more defensive/aggressive/etc AI to fit your own play style. We would of course be delighted if you play the game already, I just want to mention it so you don't get frustrated later when you might have to adapt your strategies to new features Second, for some info on how to do things, see the gameplay manual: http://trac.wildfiregames.com/wiki/0adManual (For example what hotkey to press to garrison units inside a building.) And third, a good tip is to view the videos posted at the official 0 A.D. Youtube page: http://www.youtube.com/play0ad There you'll see examples of useful strategies, and see how others play the game. Also, there are some threads here in the forums with tips: http://www.wildfiregames.com/forum/index.php?showtopic=15502 and http://www.wildfiregames.com/forum/index.php?showtopic=15421 and http://www.wildfiregames.com/forum/index.php?showtopic=15388 has some useful information as well. (Note that all resources can, and eventually probably will as they naturally has to be updated after the actual features are implemented, be a bit outdated as there are new features added. For the most part the information about the existing features should at least be relevant. )
  23. Hopefully healing will be included in the next Alpha version. Otherwise it will be included in a later version, but if the development continues at the speed it is right now it should definitely be ready for Alpha 9.
  24. Having "battle music" play when there is enough fighting going on is indeed planned. Exactly how to determine what is a battle will have to be decided, as well as the code to detect it and play the music, and the music has to be created, but it is indeed planned
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