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fabio

WFG Programming Team
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Everything posted by fabio

  1. Apple doesn't want GPL software (as is 0 A.D.) on their markets. See Wikipedia App Store (iOS) and Mac App Store.
  2. 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!
  3. 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).
  4. Oops, you are right. Fixing the typo the simulation completes without any error, issue I experienced cannot be reproduced this way.
  5. 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.
  6. 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
  7. Nice! For great justice I edited your post and show the image without opening the link.
  8. Trees are already moving with the wind if you enable Advanced graphics settings.
  9. 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).
  10. 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.
  11. 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.
  12. Add this to your local.cfg: vsync = trueEventually it could be made the default (less system load/heat/flicker).
  13. I was playing a skirmish map on r14453 and got the following errors when enemy attached. commands.txt is attached. commands.txt.gz
  14. Thanks, this is a bit unexpected, so 1.0 seems to be working fine for someone.
  15. What we found is that the lobby appear to not be properly working when using gloox 1.0 (libgloox.so.8 - this is the standard version now in Debian/Ubuntu), while it works with 1.0.9 (libgloox.so.11 - this is in the Ubuntu 0ad PPA and possibly other distributions).
  16. Another thing that I would like to see in alpha16 is enabling by default, when possible, advanced graphics settings. This will require user testing on different hw, fixing rendering bugs when found, blacklisting other hw that cannot support it. This should also be done in the early phase of a planned release.
  17. Post the output of: dpkg -l | grep gloox So it's ok under fedora, the problem was on Ubuntu?
  18. It would be nice if we can include the translation work, even better in this early alpha16 phase, so that translators can easily try it from SVN and update translations according to game testing (blind translation without game testing leads to poor results, and merging and compiling by self the translation branch is not for everyone).
  19. I added a note about the new version on the wiki on the first post.
  20. This looks strange. What Ubuntu alpha15 package did you use (the one from the PPA or something else)? How did you get it working when building from source? Can you post the output of: $ ldd /PATH/TO/pyrogenesis | grep glooxfor both the version built from source and the packaged one, specifying again for each version if the lobby works?
  21. This will be in alpha15:http://trac.wildfiregames.com/ticket/1922 http://trac.wildfiregames.com/changeset/14286 You may want to update the planes .
  22. There is a page on the wiki: GameplayFeatureStatus. However I think it is neither accurate and neither up to date .
  23. Nice, I'll have a look if the extension get updated before 10.0.
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