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fabio

WFG Programming Team
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Everything posted by fabio

  1. Good! I updated the third post with my suggestions!
  2. 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.
  3. 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 .
  4. 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.
  5. 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 .
  6. 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
  7. 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
  8. 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.
  9. Also you may try forcing a lower resolution than the screen native one and disable some graphics features that may trigger the problem.
  10. 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.
  11. 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.
  12. 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
  13. 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, ...
  14. If there is no compiled tests or pyrogenesis executable, build failed, check the full build log. When running pyrogenesis without a path you are running the system installed one, not the one just built. Make sure to read carefully the linked page, especially Debian section: http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu
  15. You need a newer (>= 1.6) libminiupnpc, or you can also add --without-miniupnpc to update-workspaces.sh, disabling port forwarding. Also see http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu
  16. It looks a conflict between libboost 1.54 and 1.55 packages. Make sure to remove all libboost*-dev packages and reinstall the two required generic libboost dev packages (which will you give the 1.55 versions): http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu Then recompile, including update workspaces.
  17. Alpha 17 will be available in Ubuntu 14.10 which will be released next week.
  18. Nice, but what are those red and blue tints? Also the posted image has very low resolution, the details are unnoticeable. Maybe you should also open a new thread for this. Cool stuff anyway .
  19. Another feature requested by RR was particles relative to the unit, for jet airplanes, that was also added. So a jet would also be a nice to have unit for demo purpose, a Messerschmitt Me 262 ( http://it.wikipedia.org/wiki/Messerschmitt_Me_262 ) being good candidate for a WW2 mini-mod.
  20. It sounds as an issue with video drivers. Do other 3D games properly work?
  21. Mininum supported gcc is 4.4, but you can use a newer one. Usually you use the default one provided by your distro. SpiderMonkey 31 will require at least 4.6 (used by Ubuntu 12.04, oldest supported release). Dropping old compilers means dropping support for old distro. About the opt flag -O2 is the common choice for official release. -O3 may or not be faster, it makes the binary larger and sometime slower (e.g. uses more cache). Pyrogenesis already uses -O3, that change is for fcollada library only.
  22. Nice video indeed! I love the chinese style, also the music fits perfectly! You could also define the units path with shift+click and use the key 'F' to follow the units, while still being able to rotate the camera with WASD keys and zoom in/out, rather than manually follow them with the camera, to get a smoother video.
  23. You can force vsync in game options, this will limit fps to 60fps and will also eliminate tearing. But if you are already under 60fps, it won't make a difference.
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