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Posts posted by plumo
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Keep up the good work, Philip.
It seems tedious to do, but the possible advantages are needed. Also remember, if you succeed you will be the first open source contributer to program a decent RTS AI. In my eyes that is very significant groundwork for all next open source RTS games.
History is yours, my friend
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Keep up the good work ! We follow your progress with amazement.
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I played the original Age of Empires recently and I forgot how terrible the pathfinding was back than
Interesting developments, Philip. Did you test your new approach ? I mean: ms increase ? or lowered?
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What about SpringRTS engine as help for pathfinding?
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Philip, I love your honesty
The importance of pathfinding improvements can't be underestimated, so I hope you find a good way of dealing with it. Take your time.
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At attack warning will be implemented at some point. Double click not selecting units of different ranks is a feature which there has been some debate over in the past. Currently use triple click to select all units of one type. I have created #1098 for the garrisoning bug.
A town bell is planned, but I don't know what will happen to citizen soldiers for this. To have customizable defence plans sounds complicated and is unlikely to be implemented, a limited selection of presets might be an option e.g. ignore the bell, start fighting, garrison. With the newly implemented military select (hold Alt which dragging a selection box) doing it manually should be a bit easier for now as well (currently in svn).
What would be more realistic is that soldier-gatherers only turn from 'villager' into soldier when you ring the town bell ( at your CC). Females gather inside buildings and males get their weapons and armour from nearby buildings.
Consequences: enemy raids can be devastating when you dont have lookouts or when all your soldiers are hard at work and far from their base... To me that sounds realistic. I mean: a Roman soldier wore lots of armour pieces and weapons : arming/disarming takes time..
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I love it! retro-mode Please make this an option
Advantages are: buildings can be much, much more beautiful because the best side is always displayed. I mean, if you turn them around in 3D you can look at the back wall f.e.
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@ Mythos
Didnt want to make separate topic : disable Qbot in Miletus map ( AI has no base = script errors)
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Yes, it is reproducible .
I just tried to build the latest revision (r10828) in Microsoft visual C++ 2010 Express (Administrator)
I have windows 7 64 bit. The errors happen both in release and debug mode.
This happens:
1. This project is out of date: engine - Release Win32
Would you like to build it? I click YES
2. 2 errors - I posted in Original post. When I suppress both I can start the game though. Starting a game appears to give no problems, Although in debug mode Oasis is painfully slow ( even with my top rig)... Simupdate 750ms in profiler in beginning.
Is that enough information?
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WINDOWS 7 64bit
Function call failed: return value was -1 (Unknown error (-1, 0xFFFFFFFFFFFFFFFF))
Location: wsysdep.cpp:357 (sys_StatusDescription)
Call stack:
sys_StatusDescription (wsysdep.cpp:357)
user_err = 0 (0x00000000)
buf = 0x007EE7DC -> [8] { 63 ('?'), 0, 0, 0, 0, 0, 0, 0 }
max_chars = 100 (0x00000064)
message = "Windows cannot verify the digital signature for this file. A recent hardware or software change might have installed a file that is signed incorrectly or damaged, or that might be malicious software "
debug_BuildErrorMessage (debug.cpp:278)
description = 0x007EF188 -> "Function call failed: return value was -100010 (Unknown error (-100010, 0xFFFFFFFFFFFE7956))"
filename = 0x0050BC54 -> "mahaf.cpp"
line = 300 (0x0000012C)
func = 0x0050BD98 -> "StartDriver"
context = 0x007EE980
lastFuncToSkip = 0x004FC070 -> "debug_OnError"
emm = 0x007EE8EC -> { pa_mem = 0x0050BC10 }
os_error = [100]
63 ('?')
0
0
0
0
0
0
0
0
0
0
0 ...
description_buf = "Unknown error (0, 0x0)"
writer =
m_pos = 0xBAADF00D -> (unavailable - internal error)
m_charsLeft = 3131961357 (0xBAADF00D)
error_buf = [100]
61453
47789
61453
47789
61453
47789
61453
47789
61453
47789
61453
47789 ...
debug_DisplayError (debug.cpp:466)
description = 0x007EF188 (see above)
flags = 4 (0x00000004)
context = 0x007EE980 (see above)
lastFuncToSkip = 0x004FC070 (see above)
pathname = 0x0050BC10 (see above)
line = 300 (0x0000012C)
func = 0x0050BD98 (see above)
suppress = 0x00549928 -> 0 (0x00000000)
emm = { pa_mem = 0x0050BC10 (see above) }
debug_OnError (debug.cpp:547)
err = (unavailable)
suppress = (unavailable)
file = (unavailable)
line = (unavailable)
func = (unavailable)
context = [2048]
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00)
0 (0x00) ...
buf = "tion call failed: return value was -100010 (Unknown error (-100010, 0xFFFFFFFFFFFE7956))"
err_buf = "own error (-100010, 0xFFFFFFFFFFFE7956)"
StartDriver (mahaf.cpp:300)
driverPathname = (unavailable)
Init (mahaf.cpp:346)
s =
m_lastError = 0 (0x00000000)
driverPathname =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 92 ('\')
ModuleInit (module_init.cpp:47)
initState = 0x00549924 -> 4294867266 (0xFFFE7942)
init = 0x00495E40 -> (Init)
mahaf_Init (mahaf.cpp:378)
CounterHPET::MapRegisters (hpet.cpp:140)
registers = 0x00549774 -> 0x00000000
CounterHPET::Activate (hpet.cpp:61)
this = (unavailable)
GetNextBestSafeCounter (whrt.cpp:77)
counter = 0x00549770 -> (ICounter)
nextCounterId = 1 (0x00000001)
buf = [100]
43263
0
63492
126 ('~')
0
179
0
0
14488
179
63320
126 ('~') ...
InitCounter (whrt.cpp:108)
whrt_Init (whrt.cpp:303)
winit_CallInitFunctions (winit.cpp:89)
wstartup_InitAndRegisterShutdown (wstartup.cpp:109)
initterm_e (:0)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 0 (0x00000000)
RtlInitializeExceptionChain (:0)
RtlInitializeExceptionChain (:0)
errno = 0 (Unknown error (0, 0x0))
OS error = 122 (The data area passed to a system call is too small.)
SECOND ONE
Function call failed: return value was -100010 (Unknown error (-100010, 0xFFFFFFFFFFFE7956))
Location: mahaf.cpp:300 (StartDriver)
Call stack:
StartDriver (mahaf.cpp:300)
driverPathname = (unavailable)
Init (mahaf.cpp:346)
s =
m_lastError = 0 (0x00000000)
driverPathname =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 92 ('\')
ModuleInit (module_init.cpp:47)
initState = 0x00549924 -> 4294867266 (0xFFFE7942)
init = 0x00495E40 -> (Init)
mahaf_Init (mahaf.cpp:378)
CounterHPET::MapRegisters (hpet.cpp:140)
registers = 0x00549774 -> 0x00000000
CounterHPET::Activate (hpet.cpp:61)
this = (unavailable)
GetNextBestSafeCounter (whrt.cpp:77)
counter = 0x00549770 -> (ICounter)
nextCounterId = 1 (0x00000001)
buf = [100]
43263
0
63492
126 ('~')
0
179
0
0
14488
179
63320
126 ('~') ...
InitCounter (whrt.cpp:108)
whrt_Init (whrt.cpp:303)
winit_CallInitFunctions (winit.cpp:89)
wstartup_InitAndRegisterShutdown (wstartup.cpp:109)
initterm_e (:0)
CallStartupWithinTryBlock (wseh.cpp:397)
ret = 0 (0x00000000)
RtlInitializeExceptionChain (:0)
RtlInitializeExceptionChain (:0)
errno = 42 (Unknown error (0, 0x0))
OS error = ?
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Will projectiles have Stopping Power and armour penetrating depending on speed and kind of projectile?
For example: a projectile fired on horseback has more speed I read, or more stopping power.
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I would improve the AOE- design further. A melee soup is not what I'd prefer. MAybe for celts this is realistic, but I expect Hellenes and Romans to have formations. Woohoow new RTS feature invented: Civ-specific pathfinding.
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I didnt mean adding more buildings but for example combining the function of two different buildings into one building for a certain civ.
cfr. AOE3;
barracks + watchtower combined = blockhouse ( for the Russians)
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@Mythos
Check third post
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@Pedro
There would ofcourse be a build limit ( only 1 embassy available) and it would take a few minutes to change from f.e. celtic embassy to Italian embassy
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An idea for the carthaginians:
The "embassy" is a good idea for the Carthaginians, although I wouldn't give them 3 different buildings for it . I mean, a little celtic hut in a carthaginian town doesnt look good.
I suggest using only one embassy building ( with a basic carthaginian look), but after you build it you get the choice between "upgrading" it into a celtic, italo-greek or hispanian embassy. When you select one of these three option the outlook of the building changes accordingly: with props, shields against the walls etc... But of course: it rules out two other mercenary factions. You can always convert it into another embassy if you require different units etc.
cfr. C&C Generals: the Strategy center
or embassies in AOE3: warchiefs
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What follows is a list of small bug fixes, comments and feedback. Do with it what you like ofcourse
Little bug:
- Fig trees have 500 food ( on Zagros Mountains) but the tooltip says:chop this tree for wood.
Comments:
-Maybe rename Matches ( in Singleplayer menu) to Skirmish? Sounds better and more RTS-like IMHO.
- What strikes me is that every civilization has more or less the same buildings and more specifically: almost the same amount of buildings. I loved the way Age of mythology handled it. Some civs build a lot, others build faster and quicker but less structures. Norse have moving stockpiles ( ox carts) etc. None of this seems to be found in 0 AD ( yet ?). I'd expect Roman settlements to be bigger (with more specialised buildings) than Celtic settlements for example, same with Iberians. Any comments on this view?
If 0 AD offers 6 unique civilisations, I don't think that the buildings should only have different models and skins but almost exactly the same function in every civ. Just my opinion.
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Kill them first.
I meant, AI doesnt know how to handle them well and keeps sending women to mine ore next to elephants = bloodbath
Maybe place them a bit further from their CC ?
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Good luck to you guys! Some very nice work so far
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"Check for resource accessibility, stops the game lagging due to too many pathfinder requests."
Notable improvement? I hope the FPS hiccups decrease
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@Mythos ruler
On zagros mountains map: asian elephants massacre dozens of villagers and even soldiers in enemy camp. Slightly overpowered I guess?
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Whenever I update the 0 AD folder with SVN tortoise: whenever there is a new autobuild I have to revert pyrogenesis.exe and pyrogenesis.pdb because they are conflicting. Strange thing is that it happens only after I build the game in release mode (with VS2010), in debug mode I don't get that problem. Sometimes the collada file needs reverting as well.
It happened with both SVN tortoise 1.6.X and 1.7.X series, always with VS2010. (I have windows 7 - 64 if that info helps).
I don't know if this is normal, but I just wanted to post it...
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Any progress lately ? ( I don't want to be rude, just informing)
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Romans polluted their world on a massive scale, especially compared to the middle ages. During my history studies I had a course called ecological history: they found in ice cores proof of lots of pollution due to industry and mining. intersting website
Progress reports on funded work
in Game Development & Technical Discussion
Posted
Very nice
How's your framerate , mythos?