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fabio

WFG Programming Team
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Everything posted by fabio

  1. @WhiteTreePaladin: bog_dan_ro quote from IRSC some days ago on using logcat: I tried the new version from Google Play on my Nexus 7 with Android 5.0.2: uploading technical feedback apparently succeeds now; the interface is no longer scaled (that caused overlapping buttons); I noticed it now installs with an OBB file; I was able to connet to the lobby and chat (the keyboard get activated when required); opening web links pressing the menu buttons still doesn't work; when the keyboard is removed from the screen the Android 3-buttons menu bar stays active hiding the bottom of the screen; every tap counts as two clicks, just go in the Options window and I cannot change anything (a tap quickly enable and disable it); it works fine if I press the touch screen for a longer time; it would be more intuitive to invert this behavior; it crashes as soon as I start a match at 99/100% loading (also I tried starting a match on a Tiny random map whit just 1 player), so I cannot test the game itself.Yes, I still need to try logcat myself.
  2. Hi, if someone is interested in testing, bog_dan_ro uploaded an updated android apk + mod and public mods zip here: http://trac.wildfiregames.com/ticket/2996#comment:45 Install the apk, start it and it should create some empty dirs in sdcard. Locate 0ad/appdata/data/mods dir and copy the two zips inside it in mod/mod.zip and public/public.zip The game should then be able to run. Note: the game requires OpenGL ES 3.0 to run. For bog_dan_do: I tried your latest packages and can confirm the same issues I got with the archive I built myself on my Nexus 7, reported at http://trac.wildfiregames.com/ticket/2996#comment:43 Unfortunately I am a bit busy to further debug the problems as described at http://trac.wildfiregames.com/ticket/2996#comment:44 , if someone can it could speed up android support .
  3. Lion, I think the Ponies mod is compatible only with alpha16.
  4. I would suppose you added an aura with 0 radius on the texture?
  5. I can see bug #1368 on the first image: http://trac.wildfiregames.com/ticket/1368
  6. Eventually I think there should be a generalized way to paint ring of various type: aura, but for example also min and max firing range. They should be able to be set automatically, without specifying a texture, this would be a lot easier to manage (i.e. no need to modify XML files, just use settings already available in every unit for size, using a different color for type). See for example these that were generated using little textures that can be placed on the border of a big ring: Also for aura there should be a way to detect if a unit is really influenced by the aura, this is especially useful when aura only parttially cover a unit. A possibility would be to have a symbol floating over the unit when the aura affects it (as some of the units in previous images have).
  7. It would probably be easier to add again the door, rather than adding the interiors which will be barely visible and add polygons...
  8. I think that it make sense. On that unexplored area there could be some obstruction you cannot see (e.g. enemy army).
  9. Ticket #3013: this type of map should need an improved match setup interface, where the player cannot change the AI, the player, disable it on multiplayer and maybe also disable some other settings. Currently one can also play with the Bandits and other player .
  10. I got a couple of warnings while playing it: WARNING: 6WARNING: 8Probably unrelated to this map commands.txt which can reproduce them is attached anyway. commands.txt
  11. Good! I updated the third post with my suggestions!
  12. As reported on ticket #2630, some building decorative textures flicker when they are overlapped on the same plane of the main texture. See for example this decorative texture on Ptolemaic CC: A couple of carpet texture in Persian CC were fixed in r15700. A third carpet still needs a fix (see here). The Ptolemaic CC decorative textures should also be fixed (probably all textures should be checked). A second issue, already discussed in ticket #2876, is the unique aspect of this variant of the Celt tower: While the other variant and all other civ tower are closed and don't show an unit in it, this tower has a room on the top, that make it behave differently. r15876 only show the unit when a unit is garrisoned. However this is not optimal because the unit is always the same man citizen, even if a woman is inside. Also this is not fair since it could give the adversary an added information only available on this variant of the Celt tower. In the end it's not consistent with the other tower. I think the best approach here is to modify the variant closing the empty room on the top, this way it will be consistent with all other towers. A quicker fix would just to leave the room always empty even when garrisoned units are inside, or just remove this tower variant.
  13. Map is looking really good and fun. Here is some notes of minor issues while playing, already discussed with niektb on IRC (which already fixed a couple other suggestions, thanks ): fixed in 1.2: the current objective text should always be shown to avoid missing or forgetting it (IIRC the tutorial map does this);eventually there should be a visible sign for objective place (for example the trigger actor available in atlas on the terrain, as well as something on the minimap) that disappear when reached;ticket #3007: when defeated my unit starts attaching the farmstead, maybe it should be neutral (as explained by niektb this is currently not possible since Gaia has no diplomacy);fixed in 1.2: Player 2,3,4 should be changed and have a proper name. Nice work .
  14. A lot of work, impressive! You may want to contact Philips on IRC for some tips about opengl. Also historic_bruno ported it to iPhone simulator and did some work on gles iirc, no idea if his changes got committed in a public repository, however. Did you try it on at least a couple of different devices? Maybe the graphic driver is bugged and responsible for the memory usage, since the pyrogenesis engine is not used in other projects it may trigger some driver problem on some devices (Linux mesa drivers required a lot of fixes before being able to properly run 0 A.D.). For submitting patches, you should read http://trac.wildfiregames.com/wiki/SubmittingPatches and ask on irc.
  15. Why don't you use real stairs like other buildings but rather a flat texture? Would it require a lot more polygons? Other than that the work on Seleucids is great .
  16. It was alreday discussed in the past, at least in these threads, where you may find some useule ideas: http://www.wildfiregames.com/forum/index.php?showtopic=17142 http://www.wildfiregames.com/forum/index.php?showtopic=17759
  17. Also the win build uses it since alpha17. Linux still defaults to sdl1 due to some bugs, but I compile anyway with sdl2. More info here: http://trac.wildfiregames.com/wiki/BuildInstructions Edit: sdl2 bugs are here: http://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&description=~sdl2&or&status=assigned&status=new&status=reopened&summary=~sdl2&col=id&col=summary&col=status&col=type&col=priority&col=milestone&col=component&order=priority
  18. Cool Would be possible to make it dynamic? I mean to be able to access it during a game and see the researched techs coloured, while the one still to be researched on a grey scale. Maybe also adding the count of every building already built.
  19. Also you may try forcing a lower resolution than the screen native one and disable some graphics features that may trigger the problem.
  20. Great news You may want to upgrade libxml2 to 2.9.2, it fixes many leaks, probably not the ones that make the game crash. Which device are you using? How much RAM does it have? Maybe it's just too few for 0 A.D.. Also some Android graphics drivers are known to be buggy.
  21. Hi and welcome! There is already some form of Android support, you may want to have a look at these two resources: 0 A.D. Android port forum thread and 0 A.D. Android port wiki page.
  22. Another open source game, SuperTuxKart, now requires OpenGL 3.1+. Screenshots are really impressive: http://supertuxkart.blogspot.it/2014/12/merry-christmas-and-beta.html http://supertuxkart.sourceforge.net/Antartica_engine:_Overview http://supertuxkart.sourceforge.net/Antartica_engine:_Technical_Details
  23. I just noticed this news, where widelands game is now requiring opengl 2.1: https://wl.widelands.org/news/2014/12/2/20141202-time-flies-when-youre-having-fun/ There are also some other interesting news there: sdl2, c++11, ...
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