Yves
WFG Retired-
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Everything posted by Yves
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2 and 8 seem to be fixed, but if you check on Belgian Bog, the red player still builds masses of mills on the bottom-left corner. EDIT: Now the blue AI gets "stuck" somehow. It still has some resources but I doesn't train any units. First it did train a few, but they were only sent into the enemy's territory and even though there were only about 5 women gathering, no additional workers were trained.
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Wow, this AI is really huge improvement. It's even a lot better than the last patch you posted! Well done! Some issues I've discovered in random order (Some are already known and we discussed most of them on IRC): Dropsite placement problem and related CC placement problem The AI does not seem to reclaim territory by building a CC after one CC got destroyed (maybe related to the dropsite issue) When the AI successfully destroyed something it attacked, it looks like the remaining units just keep standing around there with no further orders The AI does not seem to know about the build limit of towers. The message that the limit is reached keeps getting displayed. In AI vs AI fights it happens often that they build CCs just beside the enemy one. This happens twice on Belgian Bog for example when playing it with 1 Aegis vs 1 Aegis. Sometimes the AI gathers resources from far away and outside of its territory even though the same resource is available much closer (just beside a dropsite). Out of memory errors (we should probably increase the runtime size until the engine's pathfinder can be used for AI pathfinding) Units are standing around and doing nothing (This happend in very late-game and it didn't happen a single time in the early phase of the game) EDIT: The fight on Belgian Bog just ended because one AI destroyed the others main CC. It did not defend it with the army standing quite close (check the attachment).
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WIP: Javascript debugging - Web developer wanted
Yves replied to Yves's topic in Game Development & Technical Discussion
I think that could be done. There's already a function to open an url in the default web browser and adding another option to the config file isn't a problem either. -
WIP: Javascript debugging - Web developer wanted
Yves replied to Yves's topic in Game Development & Technical Discussion
I just committed the debugger here, here and here. I've also had a look at the issue with properties missing in the "Values" panel. Thanks to Philip and Alpha123 for helping me figuring it out. I haven't completely confirmed it yet but the problem seems to be what I explain here. I've committed the debugger anyway because it's a problem that only affects the debugger and can be fixed later. -
===[COMMITTED]=== Mauryan Defense Tower, City Walls, Wall Gate
Yves replied to Mythos_Ruler's topic in Completed Art Tasks
Yay, I have spotted the ninja. Tried to find a pirate too but there seems to be no pirate. The walls look awesome! -
I've had a look at your deviantart profile. There's a lot of awesome stuff there in addition to the things related to 0 A.D. you have posted here! Keep up the good work!
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I'm very interested in what you are going to do. Unfortunately I can't help much because I don't know the AI well. Welcome and I wish you all the best! Could you elaborate on that? What do you mean by "static" and "dynamic" in this context? I can't think of anything that makes c++ a lot more "dynamic" than Javascript. I'm no Javascript expert but as far as I know all the important OOP concepts are available and even if you have to write some additional C++ code to get additional information for the AI, it should be possible to process that information using Javascript.
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It looks great so far, their faces look very real. I'm looking forward to seeing further development.
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WIP: Javascript debugging - Web developer wanted
Yves replied to Yves's topic in Game Development & Technical Discussion
Thank you guys for testing. That looks like a bug. I'll have a look at it. -
My first guess would be that there are some problems accessing any of these paths: http://trac.wildfire...hs#Vistaornewer Maybe there are some problems with access rights. You could tests if it works when you run it as administrator (but that's only a test, not a permanent solution!) Or you could try reinstalling the game.
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WIP: Javascript debugging - Web developer wanted
Yves replied to Yves's topic in Game Development & Technical Discussion
In which file on what line? You have to double-click on the stack frame. I've seen this error too. It's because it tries to load the file "(eval)" from the vfs. Eval is usually just one line of code that gets passed to the scriptinterface somewhere directly from c++. There's no real file associated with it. It often stops in eval when you use "Break", but if you try a few times more it should also break somewhere else. If there are multiple threads running you sometimes have to switch to the one you're interested in by double-clicking that thread. -
We need some more information. Which operating system are you using and which version of the game?
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WIP: Javascript debugging - Web developer wanted
Yves replied to Yves's topic in Game Development & Technical Discussion
A new version is ready. This version is the one I'm going to commit this Thursday if there are no objections. Feedback is very welcome. Changlog (I probably don't remember a lot of it) Set breakpoints in JS via: throw "Breakpoint"; Displays local variables, the "this" object and the global object Works around circular references and some other problems which should allow it to display values correctly in most (if not all) cases Fixes some issues with stepping Fixes an issue with breakpoints on lines without code The debugger can now be enabled or disabled using a config setting. This works both in release and debug mode. Added a "Break" command Made two button ("Continue" and "Continue thread") instead of one ("Continue") The GUI is attached. The patch can be downloaded here. User documentation is here: http://trac.wildfiregames.com/wiki/JavascriptDebugging Technical documentation of the debugger here: http://trac.wildfiregames.com/wiki/JavascriptDebuggingServer ... I will still have to check the wiki for typos, I haven't spent much time on that yet. JSDebugger.zip -
user.cfg works too, but local.cfg allows you to have comments and it keeps the ordering of settings you specify (because the game doesn't write to this file).
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https://www.youtube.com/watch?v=coF9eimJLeU He has problems winning against the AI. Someone should tell this guy that he should use his resources to build some more workers. I can't watch him having 1000+ resources and working on one field with about 6 people.
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It's probably also related to the sound manager's threading issues we had with alpha 12. That should be better with alpha 11 or alpha 13 (when it's out).
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There are the tutorial videos here, but they don't really show a strathegy: https://www.youtube.com/user/play0ad Or you can watch this multiplayer game: EDIT: Maybe better the one from player perspective:
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I should be able to commit the js debugger in the next two weeks and will focus on the spidermonkey upgrade after that. It's impossible to make an accurate guess about how long this will take because I have no idea how much the API has changed. I'm not even sure yet which version we should use. There's some information here and here. Every programmer knows that "trivial changes" can cause severe headaches. My conservative guess is that it will take 6 months but I'll make a more accurate estimate when I have done the first tests.
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The problem is that nobody has yet done the work to implement a proper localisation system. At the moment you'd have to replace a lot of .js, .xml, .json, .cpp and .h files and create a new custom build for each language. Then with each code change you'd have to check your localized version and adapt it for compatibility. That doesn't make sense and is too much work. Here's a ticket about that: http://trac.wildfire...s.com/ticket/67 Having the game available in different languages is definitely something we aim for, but it didn't have priority until now because the game is still under heavy development.
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Mythos_Ruler's Playlist
Yves replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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===[COMMITTED]=== Mauryan light & medium Warships
Yves replied to Enrique's topic in Completed Art Tasks
http://trac.wildfiregames.com/changeset/13047 http://trac.wildfiregames.com/changeset/13081 -
===[COMMITTED]=== Mauryan light & medium Warships
Yves replied to Enrique's topic in Completed Art Tasks
And on most pictures the masts seem to be thicker than on the first one. -
===[COMMITTED]=== Mauryan light & medium Warships
Yves replied to Enrique's topic in Completed Art Tasks
I like it. One detail that could probably be improved is how the sails are connected to the mast. It looks a bit unstable, especially the front sail. Edit: Also take a look at how the masts are connected to the ship on the first image (I think that looks a bit unstable as well). There seem to be extra poles to make it more stable... maybe that could help.