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fabio

WFG Programming Team
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Everything posted by fabio

  1. If you have some time and want to contribute you may want to try a development version of mesa from git (eventually using prebuilt packages, e.g. for Ubuntu see my signature, but you are likely not on Ubuntu?) and / or report the bug here: https://bugs.freedesktop.org/enter_bug.cgi?product=Mesa so that a developer may have a chanche to fix it.
  2. Fixed with updated forum software. HTML5 videos on forum, finally!
  3. I wonder if we can sponsor a Blender developer to fix those issues.
  4. I tried using a wrong password, it says the account is blocked for 14 minutes, and indeed it is on that machine (tried with 2 different browsers), but from a different machine it properly logins (supposedly it checks the client IP). So I see no security DoS here. About that why don't you propose it for mainlining it in the upstream project? I am a bit sceptical about using plugins that, being used by few and not well code reviewed, may introduce themself security problems. It happened already in the past. Sometime they were themself backdoors .
  5. There is a patch planned for next version for that: #643. It does not shows idle workers cont, however, IIRC.
  6. It's already being done, see: http://www.wildfiregames.com/forum/index.php?showtopic=17397 http://trac.wildfiregames.com/ticket/67
  7. Loki72, you should add your translation to the ongoing work here: https://www.transifex.com/projects/p/0-ad-unofficial/
  8. I used launchpad and poedit in the past, and before also the good old vim . I'll try for a while transifex, hopefully I'll seriously start next days with a real computer (a tablet is not great for translating ), thanks.
  9. Subscribed myself for Italian. I never used transited, seems a nice tool.
  10. Some time ago I posted a thread about Dune 2 playable in HTML5. Recently I also discovered an Android version of Dune 2, based on the open source engine OpenDUNE. I don't know when it was uploaded (it looks quite recently) but it already get in the range of 100.000-500.000 installation, reviews are also very good (4,6 / 5). I am playing it on my Nexus 7 and I must say that it is really enjoyable. The UI is very simple, there are no multiple units selection (the same as in the original game), and orders (move, attack, ...) must be set to individual units with on screen buttons (you can see the screenshots on Google Play, although they seems to come from a different version, actual controls look a bit better). It also look to me that it's easier than the original game, maybe difficulty was lowered to compensate for the more complex interaction with touch screens. It's a must have for RTS fans with an Android device.
  11. Thanks! What's the status of the patch, how far is to be in a committable status? It looks that every new feature added have some issues, making the merging more difficult. And this is just with a very limited amount of testers, exposing such a big patch in a release will probably reveal a whole lot of problems as it get used by users with many different systems and playing behaviors. Would be possible to stop adding features in the same patch and just concentrate on bug fixing? Even better some stable features could have a separate patch and eventually committed separately.
  12. Backport is a software repository for updated packages coming from newer versions of Ubuntu/Debian.
  13. I may ask a backport but it need to be on Debian first, and then on saucy, the development version of next Ubuntu. I'll ping the Debian maintainer. EDIT: done.
  14. It looks Rogue Republic is going to use a different engine: Source: http://www.moddb.com...e-of-the-ground
  15. Read here: http://trac.wildfiregames.com/wiki/Atlas_Manual
  16. OK, thanks, but I am not available until next week.
  17. If this can be a problem can you add an assertion to check for that, at least on debug builds?
  18. Well the issue still appears on Acropolis 1 map when enabling Shadow Filtering.
  19. What do you mean with diffuse and blend? I see baseTex, normTex and specTex, and samp.Sampler seems to always differ at least for the first samples. However I have to say that I cannot see anymore the problem now. I am doing some more tests now...
  20. SVN r13707 on linux: Running 286 tests......................................................................................................................................... In TestCmpTemplateManager::test_LoadTemplate: ../../../source/simulation2/tests/../../../source/simulation2/tests/test_CmpTemplateManager.h:89: Error: Expected (std::wstring(preview->ToXML()) == std::wstring(L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position>" L"<Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision>" L"<VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")), found (L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><DisableShadows></DisableShadows><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>" != L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>") ../../../source/simulation2/tests/../../../source/simulation2/tests/test_CmpTemplateManager.h:103: Error: Expected (std::wstring(previewobstruct->ToXML()) == std::wstring(L"<Footprint><Circle radius=\"4\"></Circle><Height>1.0</Height></Footprint>" L"<Obstruction>" L"<Active>false</Active><BlockConstruction>true</BlockConstruction><BlockFoundation>false</BlockFoundation>" L"<BlockMovement>true</BlockMovement><BlockPathfinding>false</BlockPathfinding>" L"<DisableBlockMovement>false</DisableBlockMovement><DisableBlockPathfinding>false</DisableBlockPathfinding>" L"<Unit radius=\"4\"></Unit>" L"</Obstruction>" L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position>" L"<Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision>" L"<VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")), found (L"<Footprint><Circle radius=\"4\"></Circle><Height>1.0</Height></Footprint><Obstruction><Active>false</Active><BlockConstruction>true</BlockConstruction><BlockFoundation>false</BlockFoundation><BlockMovement>true</BlockMovement><BlockPathfinding>false</BlockPathfinding><DisableBlockMovement>false</DisableBlockMovement><DisableBlockPathfinding>false</DisableBlockPathfinding><Unit radius=\"4\"></Unit></Obstruction><Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><DisableShadows></DisableShadows><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>" != L"<Footprint><Circle radius=\"4\"></Circle><Height>1.0</Height></Footprint><Obstruction><Active>false</Active><BlockConstruction>true</BlockConstruction><BlockFoundation>false</BlockFoundation><BlockMovement>true</BlockMovement><BlockPathfinding>false</BlockPathfinding><DisableBlockMovement>false</DisableBlockMovement><DisableBlockPathfinding>false</DisableBlockPathfinding><Unit radius=\"4\"></Unit></Obstruction><Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>") ../../../source/simulation2/tests/../../../source/simulation2/tests/test_CmpTemplateManager.h:110: Error: Expected (std::wstring(previewactor->ToXML()) == std::wstring(L"<Footprint><Circle radius=\"2.0\"></Circle><Height>1.0</Height></Footprint><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision>" L"<VisualActor><Actor>example2</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")), found (L"<Footprint><Circle radius=\"2.0\"></Circle><Height>1.0</Height></Footprint><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example2</Actor><DisableShadows></DisableShadows><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>" != L"<Footprint><Circle radius=\"2.0\"></Circle><Height>1.0</Height></Footprint><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example2</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>") .................................................................................................................................................... Failed 1 of 286 tests Success rate: 99%
  21. This is the report of my card: http://feedback.wild...n%20ATI%20RV530 IIRC I got the same problem on both Linux and Windows. I may be able to do some tests if needed, since tomorrow.
  22. There is a ticket about turn radius: http://trac.wildfiregames.com/ticket/940 it also was discussed for sieges IIRC. About acceleration (also discussed in the ticket above) I'm not sure how it would fit into the game, it should maybe take in account also terrain slopes and impact pathfinding? Do other RTS implement it? But just for a funny cheat they should not be needed. Vdrift art license is not very clear according to this: https://wiki.debian.org/Games/Vdrift/license-issues
  23. I think it would be funny to have an alternative to the cobra car in AoE. What about a General Lee?
  24. While the sigmoid approach is nice, I prefer constant regeneration, just because I think the game should be as simple as possible to understand for players. Constant should be obvious to understand, sigmoid should be explained to players, maybe in the tutorial. Going with sigmoid however, I would prefer a gentle curve, without extreme parameters.
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