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Everything posted by feneur
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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.)
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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.
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Ramming is planned for part 1, boarding/capturing ships is postponed for now, perhaps in part 2.
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Not sure how relevant it is, but I thought I'd forward this comment from the ModDB repost of the day 15 writeup: -
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.
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qBot (yet another AI)
feneur replied to quantumstate's topic in Game Development & Technical Discussion
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 -
Also, the number is after all meant to symbolize all kinds of loot. Including gear, food carried, money, etc.
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qBot (yet another AI)
feneur replied to quantumstate's topic in Game Development & Technical Discussion
Enable the developer overlay, click the box, press spacebar (Maybe it's time to add a "developer overlay" page to the Trac wiki?) -
I just thought I'd let you know…
feneur replied to wraitii's topic in Introductions & Off-Topic Discussion
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 =) -
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
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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. )
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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.
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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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This is gonna be good.
feneur replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
(The web site doesn't look too bad imho either, it was more that it is a flash-based site, and more importantly it features a movie that automatically starts playing - and even worse: with sound. On the other hand it's relatively appropriate in this specific case as it is a web site for a movie ) -
This is gonna be good.
feneur replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
http://disney.go.com/brave/?cmp=wdsmp_brv_url_dcombrave (redirected from disney.com/brave as shown in the trailer ) - even the URL is weird =) -
This is gonna be good.
feneur replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
(Can't say the same about their web site though ) -
Actually this will be implemented pretty much like that, see http://www.wildfiregames.com/0ad/page.php?p=10066 for an old writeup. It might not end up 100% like that, but more or less.
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They do not have a navy, they do have a fishing fleet and a merchant fleet though =) In other words, they may not have war ships, but they do have fishing ships and trade ships.
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Hmm, I could be missing something, but it should at least hypothetically be possible to delete the AI folder in the game install and checkout just that part of the SVN source (as it's JavaScript it shouldn't be a problem). The only problem that I could see would be if there are some new C++ features added that the AI-API depends on. I don't think that's the case at the moment at least though, so it should be worth a try. Just make a backup copy of the folder just in case
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I'm pretty sure that's intentional, and the palm tree only for aesthetic purposes.
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It seems like it's due to your graphics card/the drivers for your graphics card. Where the gray rectangles are should be decals (2D images overlaid over the terrain to help make it look like the buildings are really in the world). I'd suggest first trying to see if there is a newer/better version of the drivers for your graphics card, that's hopefully going to fix it (unless the graphics card doesn't support the underlying features we use to display the decals in which case I'm not sure there is much to do, hopefully that's not the case though as it obviously can run the game in general ).
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Thanks for going through that trouble (Better to do it now than later though, as you say not many were members yet, hopefully that will change )
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There is some existing documentation here: http://trac.wildfiregames.com/wiki/TDD_AI , and some of the new changes are likely to be documented there. The main source will most likely be the code itself though, http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/ai and then the individual folders for the main API/individual AIs. As far as I can tell from a quick look the code is pretty well documented, so if you have at least some JavaScript knowledge it's probably best to jump right in Of course, given that the API will change, it might be just as well to wait a while before starting, but if nothing else you can spend the time improving your general JavaScript knowledge
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Hmm, as far as I can tell the time in the last post in that thread is just above 7 minutes, Kazu's best one is just above six minutes, so he's at least better than that =) Hopefully the times should start to increase again as qBot gets better though