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Everything posted by fabio
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There are some bug fixes, however: Collada Fix T38366: Export collada crash - if you set a keyframe (bb83bdf)Fix T32843: Collada Spotlight angle animation is in radians not degrees (d291d15)Fix T38847: Reject reuse of child bones as root bones. That doesn't make sense anyways (3111f08)
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A couple of questions: 1) do you plan to replace the time based events (phase advance, attack, ...) with events based on the current game status? 2) is Petra eventually intended to replace Aegis (as previously done with qbot) or is supposed to be kept as an alternative AI?
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Another ticket deleted and another user to delete: coustato . Something like this should be considered: http://trac.edgewall.org/wiki/SpamFilter
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I deleted the tickets, BTW. Someone should also delete these users: clouchip butoijoh wecliapr .
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Read carefully the linux building section: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux You should replace the call to ./update-workspaces.shin the building section with the one suggested in the Debian section. If you have problem pastethe error and all previous commands you did before that.
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2 and 3 yes. 1 is still not fixed:
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The wiki says: With that dependencies you have to run update-workspaces.sh with --with-system-enet --with-system-miniupnpc --with-system-mozjs185 --with-system-nvtt flags.
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Some more little issues: the first two combo-boxes on the top of the lobby should be a bit larger to accommodate the text they show; EDIT: fixed. (this is a regression since alpha 15) the visible part of the "Players" combo-box is only a little longer than the 8 elements it keeps (says it is 7.8 elements). This make it appear the sliding cursor which moves slightly the elements in the combo-box. I think the combo-box should not be long "7.8 elements", but is should keep an integer number of elements (so it should be long 7 or 8) to avoid this behaviour; EDIT: fixed. The Civilization combo-box in the match set up should be larger, while the Player Placements combo-box can be smaller.
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Also I think it would be nice to be able to change the theme (also for modders) without changing all occurrences in the code, but just pointing to a different dir with the new settings.
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EDIT:fixed. I see a similar problem, just try to use the lobby from the main menu, nothing happens and I can't click other buttons. EDIT:fixed. Also a minor tweaks: the "Learn to play" page from main menu has usually no empty line between the paragraph title and its paragraph (other than the main title "0 A.D. in game manual"). The "In Game" section however has an empty line after it.
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Convert existing circle map to square map?
fabio replied to Leroy30's topic in Scenario Design/Map making
I don't like square maps, the corners are not realistic, especially if spotted for, e.g., defense purposes. Borders on a circle map are all the same in the map. In the past there were, however, some bugs with circle maps, like units disappearing out of the border, but I don't see any longer these problems recently. -
A lot of nice work, thanks to you!
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Portable 0.A.D with C#, .NET, Windows 8 Modern / RT
fabio replied to mahdi's topic in Applications and Contributions
Apple doesn't want GPL software (as is 0 A.D.) on their markets. See Wikipedia App Store (iOS) and Mac App Store. -
[Discussion] Spidermonkey upgrade
fabio replied to Yves's topic in Game Development & Technical Discussion
Upgrading to v24 or v26 (or upcoming v27) are both welcome. Just some more Pros and Cons with going with v26, since the choice seems to be v24: Pros: no performance regressions;it's a newer version and mozilla developers could be more involved in helping and improving it;more time to progressively test and find bugs, updating to v27, v28, ... up until v31 is finally released;can be easily patched with test patches if needed;when v31 will be used, comparison will be done against a version as fast as v1.8.5, if using v24 now and upgrading later to v31 it will be faster than v24, but it will be difficult to say if it's faster than v1.8.5.Cons: Linux distro should compile against embedded version. It would better to avoid it, but it's not really a problem, there are other games doing the same, e.g. supertuxkart, see here;it adds more code to svn, there are some other things that could be removed anyway, e.g. bundled enet.Anyway the long term will be v31 with the option of using the system lib. In the meantime... thanks for all the months of work done so far! -
You may also want to see this problem (happened before recent changes): http://www.wildfiregames.com/forum/index.php?showtopic=18036 Also simulation2 dir could be renamed to simulation (may break some not merged patches however).
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Oops, you are right. Fixing the typo the simulation completes without any error, issue I experienced cannot be reproduced this way.
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Also a different problem, when starting the default map I get this: WARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 302anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 315anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 343anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 352anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 360anonymous function does not always return a valueI will report as a ticket if needed.
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I tried the introductory tutorial and seemed to work fine, until I was asked to build more units from the barracks. At that point I got a "Segmentation error (core dump created)" and game closed (no core dump that I can see). Probably unrelated to the AI changes however. Since v1 and v2 are no longer present you may rename common-api-v3 just to common-api. EDIT: attached commands.txt for the play that crashed, however the replay doesn't trigger the crash. commands.txt
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Nice! For great justice I edited your post and show the image without opening the link.
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Wonders, Special Buildings, and Special Projects
fabio replied to Mythos_Ruler's topic in Eyecandy, custom projects and misc.
Trees are already moving with the wind if you enable Advanced graphics settings. -
The Big Eyecandy Progress List
fabio replied to idanwin's topic in Eyecandy, custom projects and misc.
Nice, why not? -
Well that should be evaluated, maybe it could eventually show the range only when there is only one selected unit. I found it useful in other RTSs, you can put snipers than can protect a passage or things like that. I agree it may not be necessary for 0 A.D. itself, anyway (maybe for a mod).
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Thanks, eventually a similar system could be used to show the weapons range, it won't work with props and should be similar to the territory borders, since its form it's not always the same. There were a ticket for it with an example but I cannot find it.
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There is preliminary support for aura visual indicator in SVN, courtesy of sanderd17. In this shot the temple has green rays, the hero elephants. I noticed a minor issue, it looks the aura still is part of the actor, e.g. I cannot set a default starting position for units from the temple inside the aura.