Yves
WFG Retired-
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Everything posted by Yves
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The releases are always a bit disorganized, so nobody can exactly tell when it will happen. It needs a release announcement, a release video, packaging for the different operating systems and an agreement what bugs have to be fixed (and someone who fixes them). I'll have a look if bug 1881 is still there or if ben fixed it with the NaN/-NaN patch.
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Your paintings really improved a lot since the first post of this thread.
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The question is if it's good to have threading functionality for scripts or if we should just run some scripts in separate threads from the engine. At the moment we should upgrade spidermonkey first anyway because there were a lot of changes related to threading. But my plan is trying to move the whole AI to a separate thread once the spidermonkey upgrade is completed.
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I think that's a function that Firefox makes available to scripts and not spidermonkey directly. Like the functions you can access via "Engine.FunctionName()" in our scripts.
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They look awesome! I can't wait to seem maps using it.
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Looks very nice!
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A large part of the elefants left side is quite dark and the grey parts are similar to the background color. That makes it not very sutiable for a small icon because It's too hard to recognice it at a glace.
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Check the IRC logs for details. I think we have verified that. Entity ID 4263 exists in both dumps and is owned by player2 (qbot-wc). The move order for this unit and a few others only exists in one dump. There are about 70 units moving to the same x/z coordinates as entity 4263, so it seems to be an attack.
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I got an OOS-Error too today when playing a multiplayer game with two aegis bots and one player. Both players were at rev 13305 but the player on windows used the autobuild version (It should be fine because there was only one CPP change that shouldn't be a problem). EDIT: The oos_dump is 15 MB each, but here's the diff (-u --strip-trailing-cr): EDIT2: Compression helps quite a bit... full logs attached. oos_dump_diff.txt oos_dump.zip commands.txt.zip
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I had this today in a 2vs2 (me + 1Aegis + 2 Aegis) ERROR: JavaScript error: simulation/ai/common-api-v3/utils.js line 10 TypeError: b is undefined SquareVectorDistance([object Array],(void 0))@simulation/ai/common-api-v3/utils.js:10 ([object Object],"2777",[object Object])@simulation/ai/qbot-wc/economy.js:544 ((function (otherDropsite) {"use strict";var distance = SquareVectorDistance(supply.position(), otherDropsite.position());if (supply.getMetadata(PlayerID, "linked-dropsite") == undefined || supply.getMetadata(PlayerID, "linked-dropsite-dist") > distance) {if (distance < bigRadius[resource]) {supply.setMetadata(PlayerID, "linked-dropsite", otherDropsite.id());supply.setMetadata(PlayerID, "linked-dropsite-dist", + distance);if (distance < smallRadius[resource]) {takenOver = true;supply.setMetadata(PlayerID, "linked-dropsite-nearby", true);} else {supply.setMetadata(PlayerID, "linked-dropsite-nearby", false);}}}}))@simulation/ai/common-api-v3/entitycollection.js:138 ([object Object],"513",[object Object])@simulation/ai/qbot-wc/economy.js:543 ([object... Edit: here's the savegame quicksave-0007.0adsave.txt
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He is quite bored because he doesn't seem to like RTS games but was asked to review it. And he is using Alpha 9. EDIT: "Paste as plain text" didn't work EDIT2: Thanks, zoot
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Persistent AI and its data storage
Yves replied to pointer's topic in Game Development & Technical Discussion
We have had a short discussion on IRC about multiplayer compatibility. The problem is that an AI needs to produce deterministic results at the moment to be multiplayer compatible. Pointer's question was if there is a way to only execute the AI on the host and input commands like a normal player. Does anyone know if that's possible and what it would mean exactly? I think if it worked it would at least: Break the replay-system (if the host's AI-State isn't included in the replay) Break savegames for non-host clients (if the host's AI-State isn't included in the savegame) -
I noticed that it doesn't work sometimes, but I haven't yet tried figuring out why.
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A new face and hopefully some new hands.
Yves replied to DasBilligeAlien's topic in Introductions & Off-Topic Discussion
Welcome! Both Caravan and Free Skies seem to be built around very interesting concepts (I've only watched the videos and red a bit in the concept documents). For 0 A.D. it's probably too late to make the gameplay revolutionary and new but art contributions are very welcome too. What kind of 2D work could you do? Maybe some icons like these? http://play0ad.com/team-blog-icon-showcase/ -
Hello and welcome to the forums. Currently we release about one alpha version each 3/4 monts. You have to download the whole installer each time. The other possibility is using the SVN version to have a constantly updated (but potentially more buggy) version. Maybe there will be an auto-updater in the future.
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Nice pictures! The garage is a bit small compared to the truck, but that's probably normal for games and just too obvious because the truck stands right beside it.
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WIP: Javascript debugging - Web developer wanted
Yves replied to Yves's topic in Game Development & Technical Discussion
That's true, probably more comfort than we need. -
Hi, welcome to the forums and welcome to 0 A.D. Please have a look at these wiki pages to get startet: http://trac.wildfiregames.com/wiki/GettingStarted http://trac.wildfiregames.com/wiki/GettingStartedProgrammers Feel free to ask questions on the forum or on the IRC-channel.
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I've tested on Belgian Bog again. So far a lot of problems seems to be gone, but I've found two additional problems: The red AI stopped attacking. It had an army waiting in the middle of the map in neutral territory but it just kept standing there and waiting for something. It could have been waiting for two rams that were stuck in houses. You should probably adjust the placement of houses a bit (check the screenshot from later in the same game with some additional rams that are stuck in houses). The red player kept repairing a mill and a tower that were cut off from its territory.
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WIP: Javascript debugging - Web developer wanted
Yves replied to Yves's topic in Game Development & Technical Discussion
I thought there would be an additional option to set the path of the debugger's index.html. -
I think they should have made it available for free for people who already own the original Age of Empires 2. That way all fans would have been happy and they still earned money because new players can buy it from steam. Just recently I've red an article that making old successful games compatible with Windows 7/8 and selling them on steam is generally quite successful and profitable.