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feneur

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Everything posted by feneur

  1. Seems like better Blender support for COLLADA animation isn't too far off: http://wiki.blender.org/index.php/User:Phabtar/Full_COLLADA_Animation_Support_for_Blender/Diary_and_Notes
  2. I'm thinking we should set this to release blocker? While it doesn't hinder gameplay it does seem to occur every time the game is exited, so it would be bad to have it in a release version. In the worst case we could perhaps remove the error notification for the release if it's too hard to fix, but it would be far better to have it fixed.
  3. No worries, better to have more possible suggestions than be super strict about only allowing new suggestions. Especially since the second mention might include better arguments etc
  4. Since I'm not a programmer I can't help too much in debugging this, but I'll make a suggestion: I see that you're using the Alpha 6 version, would you be willing to try out the SVN version? There's an autobuilt .exe, so apart from you having to use an SVN client (TortoiseSVN as described here: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide is really straight-forward to use, and given that you mention Debian I assume you're computer savvy enough to work out how to use it ) and having to run the program from \binaries\system in the folder where you'd put 0 A.D. rather than from the Start menu it really isn't much more difficult. (It is not a snapshot of the development as a release is though, so at times it can be a bit rough.) I don't know if things will work better, but it will be of great use for us to know whether you get the same errors using the latest code as well (No need to try and find an error that's already been fixed if we know about it. If you're not willing to try the SVN version, don't worry, it would just make things easier for us )
  5. Just to be sure I understand you correctly, you got the crash from typing? Not from trying to send a message? Also, what version of the game are you using? (Alpha 6? SVN?) How much did you type? Because I just tried (with the latest SVN version, custom built .exe today, so if you're using an older version it could be something that's already fixed) and I typed enough to fill the box several times over without getting an error. That just proves it works for me of course, but it definitely makes me curious as to why this happens, and if it actually was when sending the message that the game complained
  6. Yeah, no worries. Take your time. After all, we can't promise we'll find the solution right away either so no need to rush (We will of course try our best)
  7. That's definitely not normal. What version are you using? (Alpha 6? SVN?) Could you upload the crash files? (Copy-and-paste %appdata%\0ad\logs\ to go to the logs folder, in there you'll - hopefully - find crashlog.dmp, crashlog.txt, interestinglog.html and system_info.txt You should be able to attach them to a reply to this topic.) Also, that feedback message you can send in the game is not really the best way to send bug reports. Partly because we need to go check a special page to see the list and don't get noticed of new messages etc, so the forums are much better for that. But mostly because we don't have a way to ask follow-up questions (unless you provide your email address, but that kinda voids it being anonymous and in any case the forums allow for more people to participate in the solving of the issue. And it can of course also be of use for other people who see the same errors in-game and realize they're not alone.) Now I hope you don't take this as criticism, after all you've posted here , but I want to make sure other people who read this are made aware that the forums are our preferred way of receiving bug reports. (Trac tickets are nice as well, though it's usually better to have some discussion here first to rule out errors on your side and to get the basic discussion )
  8. I just got an email from Ryan saying he's got a friend with many years PHP experience asking if we have anything he might help with. I'll send him a link to this thread so he can forward it to his friend to see if he's got the skills needed (I know PHP isn't mentioned above, but I have a feeling it's not too unlikely he might have other skills as well. Otherwise we might have some other suitable tasks. I don't remember the latest discussions, but perhaps his skills could be relevant for the matchmaking server? If we are going to do it anything remotely like having a web server act as the main hub, but anyway, I'm glad there are other people than me who knows that Or if nothing else he might be of assistance once we implement the new web site, but it seems the issue there is more of getting a solid design together.). (It's probably a sign of something when the parenthesis is more than double the size of the rest of the paragraph And probably not a good sign )
  9. Yeah, that's due to the game using what's called a bounding box (if you don't know what it is it may be described as an "imaginary" box that's big enough to fit the entire building/object into) to determine whether there's something under the cursor or not. Most of the time that works ok, but as you describe it can get annoying sometimes. Hopefully we'll be able to find a better way to do this, but it might take a while as our main focus is on implementing the gameplay features still remaining and fixing bugs that stops the game from working at all. That means it might take a while before it's fixed, but you never know. Sometimes someone thinks of a quick and good way to solve a problem and it can be fixed sooner rather than later You're not alone in experiencing the bug though
  10. While I definitely don't want to discourage you from trying it might be just as well if you wait a while before trying the game. Mainly because it can be fairly difficult to get it to run on a Mac, but also because there are still things which we just haven't been able to get to work on Macs yet. Mainly sound and the scenario editor. At least sound might be solved for Alpha 7 though, the main programmers have spent several hours today trying to debug it and fix it, so my suggestion is for you to keep following these forums and try again at a later time. There is a binary compiled by one of the forum members somewhere, but if I remember correctly that isn't working/working well with Lion.
  11. Hello and welcome to the forums mirza!
  12. Hmm, that's probably only one of the things in that doc that needs to be updated So yes, it will remain an external tool. (It's almost the opposite now, with the game being displayed inside Atlas when testing the map =) )
  13. The right-click for short-cut or direct action and left click for "button activated actions" is pretty standard in most games I've played. That doesn't mean it's the right way to do things of course though, I'm just throwing that out there As for how we actually should do it There are pros and cons to each way. It might be best to go with consistency for now and then we can evaluate that in testing and change it to whichever works best for actually playing the game.
  14. Sounds like it needs an autobuild yeah (Or a custom build )
  15. Metal is our "gold" =) We could of course add another resource, but that would just complicate things without giving any real benefits imho. (On that topic I think it's much more logical to have metal as a resource and "include gold" than not to have metal and rely on gold to be the "metaphorical metal" But that's just my opinion )
  16. Ok, but what about things like diplomacy? Should that be separated out (another instance of it I mean, not moved from the player tab) as well? If there's some other variable that a random map script wants to use, what about it? Perhaps if a script does things differently for different civs or something. I'm just saying it could get crowded =) Also, just FMI (=for my information ) does the random map script override all things that can be set in a random map script? I'm thinking about things like environment settings etc. I'm guessing they do/should, just want to know for sure )
  17. Hmm, you may be onto something =) Just thought of the case where you may want to have say 4 "ordinary players", i.e. with starting civ centres etc, so you specify 4 players and then generate a random map as a starting point. Then you add one (or more) other players in the player settings tab and just give them a bunch of units, to have them act like raiders or fill any other role you want them to. So, ok, there's a use for it I guess (One could still do that from the map tab of course, but yeah, for the user it might seem like two different things.) And it's probably best to have all things that affect the random map generation on the map tab. Though, what about things like diplomacy? For maps where for example all team mates should end up on the same island etc that is important. Perhaps that's special enough for people to think about it even if it's not on the map tab though
  18. It's hard to tell for sure since we don't have any active developers with sufficient knowledge about Mac programming. Eventually it should be made a lot easier, but yeah, we really need help to accomplish this any time soon.
  19. Copied as in copy-and-paste or copy as in having duplicate functionality? I hope the former as having the same controls in two places would be confusing. Having the number of players setting in the map tab would make sense. Hopefully
  20. Cool Really nice to see bots coming along this nicely, really hopeful for the final game
  21. Not sure what you mean, I mean you can definitely move units and buildings around in Atlas. Just select them with the move/rotate tool and move them. It's not going to be exactly like any other editor though, but we're definitely being inspired by editors like that of Age of Empires etc. Hopefully Atlas will be better though It's at least our intention, after all a lot of WFG people started out modding other games so we know it's important to have a good editor (To get info on how to use the already implemented features of Atlas see the Atlas User's Guide )
  22. Ah, now that you say it the name is familiar No worries, I can take a defeat. (Especially when I was one against two most of the time Always nice to have something to blame on )
  23. So far no changes to the scripting API that I'm aware of. For a rough date see: http://trac.wildfiregames.com/roadmap
  24. Save/load games will come, we've postponed it in favor of implementing gameplay features. Not much use saving the game if it isn't fun enough to continue playing But it will come, don't worry. Random map exists already, and is integrated in Atlas (our scenario editor) so you can start with a randomly generated map and then continue with your own edits to make the map your own (You can also save the map from within Atlas.) A hero mode is not likely, the main reason (apart from the amount of work needed and that it's not part of the planned design) is that the buildings and other graphics aren't designed to be seen from a first-person view.
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