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Everything posted by fabio
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I have some doubts in having so many civilizations in a game. Every new civilization adds a marginally lower value than the existing ones and will probably please only long time players (I played with few RTS games but I don't remember seeing more than 6 factions in a game). Rather than having 24 civilizations in the same game, with a similar amount of art work I'd prefer to have a second game with totally different content (medieval, WWII or something other).
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FreeType - TTF fonts in OpenGL
fabio replied to RedFox's topic in Game Development & Technical Discussion
Nice post! But will this require OpenGL 3.1 support? 0 A.D. currently only needs 2.1 and also still works with OpenGL 1.x (though it will probably be dropped). -
[Discussion] Spidermonkey upgrade
fabio replied to Yves's topic in Game Development & Technical Discussion
The scripts used for extracting mozjs17 from FF is here: https://github.com/sstangl/js-packaging package.sh lists the needed directory, maybe it still applies for 24 also (the patches may break). -
[Discussion] Spidermonkey upgrade
fabio replied to Yves's topic in Game Development & Technical Discussion
Mozilla plans to release mozjs24 snapshot this month: https://bugzilla.moz...i?id=735599#c57 -
[DISCUSS] Performance Improvements
fabio replied to RedFox's topic in Game Development & Technical Discussion
I found this, it's for FPS games but it may be interesting here also, since it talks about gaming with low latency: http://ttimo.typepad.com/blog/2013/05/es_core-an-experimental-framework-for-low-latency-high-fps-multiplayer-games.html -
Linux Mint Debian - Couldn't find matching GLX visual
fabio replied to Peyrol's topic in Bug reports
This is possibly due to the fact that your gfx chip doesn't support 1920x1080 at 24 bit. You may want to try setting more memory to the integrated gfx to support that resolution, you can usually do it entering the BIOS (the memory added to the gfx chip will get subtracted by the main memory). -
[DISCUSS] Performance Improvements
fabio replied to RedFox's topic in Game Development & Technical Discussion
tuan kuranes, can you give some details on how did you measure performance improvement with your patches posted on trac? Also, to ease review and eventual integration I think it would be better to provide a separate patch for every different improvement. Thanks for your work anyway . -
Hi Malcom, the hero button looks really nice, do you plan on doing other contributions to the game?
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Just a note that alpha13 is included in Debian sid, Ubuntu 13.04 (released a couple of days ago), and, since today, in Ubuntu 12.10 in the backport repository.
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Adding a donation link inside the game would also be nice (maybe also add a pop-up reminder after 10th run or something).
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Great! There is also a ticket for this: http://trac.wildfiregames.com/ticket/698 Also related: http://trac.wildfiregames.com/ticket/1532
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This looks an error from the nvidia graphics hardware. Try searching google with the error, there are a lot of similar problems reported by other users with tips on how to fix it.
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A bit unrelated, but using zoom and FOV together can give an interesting effect, see http://en.wikipedia.org/wiki/Dolly_zoom .
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It would be nice to try to include at least 3 items every release from the GamePerformance page. Alpha 14 already has 1 .
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[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
This is already supported in 0 A.D.. SVN keeps the files but the official releases use a public.zip (with no compression so to be able to compress it more in the installer) file with all the file packaged in it. -
I have to say that I somewhat agree on the abundance of content and rules in 0 A.D.. This may please experienced users but many random users (including me which I rarely play) can find the game has a slow learning curve. I mean I still don't understand what the diplomacy is needed for, as well other little things, like the need to press SHIFT to continue building a wall (to me it should continue by default and finish it with the right click). No surprise I read this on IRC some day ago:
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I wrote a man page based on readme.txt, see #492, it is used by Debian, but it's not yet in official 0 A.D..
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In a related news Wesnoth 1.11.2 added Micro AI that can be used for campaign and scenario. Maybe something like that could eventually be done on 0 A.D..
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There is already a ticket for this: #1852.
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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
But Windows 8 also support OpenGL right? So the port would be needed only for selling it through the store? If so it looks a lot of work for little benefit. -
Portable 0.A.D with C#, .NET, Windows 8 Modern / RT
fabio replied to mahdi's topic in Applications and Contributions
Porting to Android should be easier, and it is probably a more common platform than Windows RT which currently doesn't looks very popular. -
While playing I noticed the farm auto-rebuild, but I thought this was a feature of vanilla 0 A.D. merged without me noticing . I agree that the ungarrison and guard/escort patches should be merged in official 0 A.D..
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Modding vs. Source Code, help getting started.
fabio replied to erobert's topic in Game Modification
There are already two open tickets (#1756, #930) with pathfinder performance improvements. Before attempting to mod the current pathfinder those two will probably need to be finished and applied. -
Enjoy it on line: http://play-dune.com/