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Ykkrosh

WFG Retired
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Everything posted by Ykkrosh

  1. That's an entirely useless explanation There's a song named Mandelbrot Set (from here), which is less technical but slightly easier to understand
  2. Do F&G posts not count towards the displayed total? 2123 ('total', excluding F&G) + 938 (F&G) = 3063, and 938/3063=31%, so that seems reasonable.
  3. Aha, finally found it: Paul's home on World Wind, with real 3D valley shapes (and some minor vertical exaggeration ). Also mine - I think it's one of the pixels in the village near the centre of the picture...
  4. World Wind has satellite imagery with 15m/pixel precision over the whole world, and several higher-resolution sets inside America. And it shows mountains very nicely . (Unfortunately it's not particularly low-bandwidth - 170MB for the initial installation, and a lot more when you start looking around the world...)
  5. It looks remarkably like that man on top of Nelson's Column...
  6. It's 3D like AoM (or like AoE3 ), using OpenGL, and it will almost certainly run natively on Linux.
  7. Unfortunately we don't actually have a Sauron in the game - he's just a picture stuck on top
  8. There's another solution at x=1.44373742709798..., which is fairly close to 3^(1/3) (to about one part in a thousand), but I don't know how to get an exact answer.
  9. It doesn't let you actually edit fonts - you need to have the font in a TTF file (or other similar formats) first, then choose some settings (size, boldness, italicness, spacing, characters to include, etc), then it builds a bitmap image. You can open that in a paint program, though there's not a lot you can do to the image - the characters are all shuffled around and packed tightly, so you can't easily decide to e.g. draw a cross inside the 'o'. If you want to actually edit the font, it's far better to get a TTF editor. (I don't know of any, though). So... No, it doesn't have any paint features, but you can open the converted image in a paint program, but I can't think of any situations where one would want to do that
  10. I believe all the tools used to make the game will be released when the game is, so that modders can do almost anything that we can. There haven't been plans to release anything before then; but if people would find the tools useful now, it seems reasonable to me to make them available. The Font Builder doesn't really do anything hugely special - it just generates bitmaps like this (with 605 glyphs) from TTF fonts - but it can handle Unicode characters (which is the main reason we didn't use somebody else's, since they all seemed to be limited to ASCII), and packs the glyphs reasonably efficiently (which is necessary when storing six hundred of them per font). If anyone else has similar needs, and can't find any other programs that would work, I'd be happy to tidy up the code a little and release it. That requires non-zero effort, but I think it would be worthwhile if somebody would actually make use of it.
  11. It doesn't seem any easier to me, and it's quite a bit slower to type (even as /m<tab>f<tab>) I don't think that has happened on anything more recent than Win98 (though Win98 also messes up drive letters when you added a new hard disk, since it insists on putting the second disk's first partition on D). I currently have one disk on drives C to H, virtual CD on I, DVD on J, and a second disk on K and N-P, with network drives on L and M (when I'm connected to my network at home). And sometimes a zip drive on Z. And I find it far easier to organise files on this computer than on my 2x2GB (disk, not RAM) Linux machine...
  12. And another. Still only seems to have the large version, though. (But the small one is only a sixth smaller, so is there really any point in having it?)
  13. Probably off-topic, but... What size will this texture be in the actual game? The old version is 256x256, and most of the detail in this one would be lost at that size
  14. Thank you - it's nice to see my hard work being appreciated (Well, okay, maybe it was only seven lines of code, and six were copied-and-pasted from elsewhere, but it still took at least a minute )
  15. Attaching things to entities should be easy, by just storing a reference to the entity inside the object (then transforming its position to the GUI coordinate system and adding the normal 'size' attribute every frame), but I don't think the GUI is currently dynamic enough to do things like create a new health-bar object every time you select a unit. But that's mainly a problem in the JS interface rather than the C++ code, and so should be reasonably easy to solve. Health-bars would probably have to be a new type of GUI object to avoid running hundreds of JS "healthbar.value = entity.health" commands every frame, and then there's not much point even using the GUI for them, so it's probably not a good example; but BfME-style buttons that are attached to buildings should work fine with a simple "x=CreateNewGUIObject("button"); x.style="button_build_building"; x.size="-16 -16 16 16"; x.attach_to_entity=somebuilding; ...")
  16. I think they should be available to anyone who wants them (even if slightly hidden inside the 'Making of 0 A.D." section, so people won't confuse them with the recent shots). I was looking for one for here, and ended up having to go to computergames.ro - it'd be nicer if all information on the game was available from the official site rather than one in Romania
  17. I think it was from The Vampire Slayer, when this screenshot was new. (But then I forgot about it for years...)
  18. (I'm hoping this is an appropriate place to mention bugs - there are too many forums for me to remember what should go where ) The links at the top of here to e.g. Screenshots don't work. Also, where are all the old screenshots? I can't find them anywhere on the new site; I know they're not particularly representative of the latest engine code, but I'd like to be able to see them anyway
  19. I've found it rather useful for doing physics questions, since I can never remember any constants or unit-conversions (and I'm usually too lazy to look them up) - mass of proton in ev, sqrt(2 * G * mass of earth / radius of earth), etc. But for any other type of calculation, I tend to either use a calculator (since it lets you know when you've made a syntax error, unlike Google) or write a Perl program
  20. An alternative option would be to support MathML (example, Mozilla info, TeX->MathML converter). And as a bonus, it doesn't work in IE
  21. The entire source code is only a couple of times larger than a single menu background image, so bandwidth for it wouldn't be a problem
  22. The render8.jpg image was posted on the gamedev.net forums about 14 months ago by someone going under the name Wijitmaker, so blame him
  23. It's just treating search engines specially -- if I switch my user agent to "Googlebot/2.1 (+http://www.google.com/bot.html)", Googlebot appears in the user list too. (But it doesn't let me be logged in while using Googlebot, and the Googlebot text disappears when I switch the user agent back to normal and log in).
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