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fabio

WFG Programming Team
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Everything posted by fabio

  1. Eventually the intro could be played only the first time the game is run. Later it should be skipped, if someone want to see it again it could do with a proper menu item. This way the loading time should not be a problem.
  2. This is fixed in alpha13, see the ticket for more info.
  3. Yes for me (I didn't do extensive testing however it's better than qbot). It's already the default on some maps (e.g. Acropolis 1 and Zagros Mountain 3) anyway. The starting cavalry is still unused.
  4. I like these two.The first one should require a embedded 2D videoplayer which is currently missing from 0 A.D. however. The latter looks nice, I'd suggest to implement it like a regular scenario replay rather than a recorded pre-rendered 2D video. Size will be much smaller (note that Linux distributions often remove or make optional from their repositories large video or music packages), also it can be updated with no effort when models and textures get updated.
  5. I have a question: why the AI plans some actions (advance phases, build fortress, and so on) based on time rather than on available resources? I mean the time approach could not be optimal when starting with a lot of resources (this way it could progress faster), or if natural resources are far away (slower). (Also update readme.txt with the new command line).
  6. Alternatively you could set up a battle scene rendered in real time using the simulation and graphic engine, but with a scripted moving camera.
  7. Since no one still did it, I opened a ticket myself (#1856).
  8. Also I get a warning: Trying to reach city phase but not a: warning: Trying to reach town phase
  9. OK, build is fixed. There is a [warning] inited when starting a match. Also for some reason the AI doesn't use the cavalry which is very effective at gathering food (this speed is an old bug possible needing a fix, the AI could use the cavalry anyway).
  10. I get this build error on linux: ../../../source/simulation2/components/CCmpAIManager.cpp: In member function ‘bool CAIWorker::TryLoadSharedComponent(bool)’: ../../../source/simulation2/components/CCmpAIManager.cpp:401:7: error: ‘callConstructor’ was not declared in this scope ../../../source/simulation2/components/CCmpAIManager.cpp: At global scope: ../../../source/simulation2/components/CCmpAIManager.cpp:362:7: warning: unused parameter ‘hasTechs’ [-Wunused-parameter] make[1]: *** [obj/simulation2_Release/CCmpAIManager.o] Errore 1 make: *** [simulation2] Errore 2
  11. Google Summer of Code will return for its ninth year. According to the schedule mentoring organizations will need to submit applications from March 18-29, 2013. The student application period opens April 22 and closes May 3. It may be a useful event to sponsor some new features for 0 A.D.!
  12. Following pyrogenesys moddb page I found Byzen mod based on 0 A.D.. There is a recent demo release but there is little information there. Did someone try it?
  13. Is this still being worked on? Can you give us an update on current status? Is there a rough estimate date for the finished work or first code drop? Thanks!
  14. 3D is managed by mesa on linux, I suppose you are already using 9.0.2. 9.1 should be out soon, you may want to try a 9.1 snapshot in the meantime.
  15. When building a wall near a cliff in Settlers 6 a couple of orthogonal smaller walls appear connecting the wall tower to the cliff. This is just a visual indicator meaning the terrain is impassable.
  16. There are some interesting old posts about pathfinding work in this thread (the link should be the last one). The same posts are copied here (see starting from Feb 24, 2012 and older).
  17. Here are a couple of interesting tickets: [PATCH] Incremental update of pathfinder's passability grid: this just looks an optimization of current pathfinder but if the new pathfinder may wait longer it can benefit in the meantime. Probably should be reverted once the new pathfinder is done. [PATCH] GUI code improvement: probably this is not a bottleneck like the pathfinder, it's still interesting, however.
  18. About the license, 0 A.D. is mostly GPL (engine) and CC-BY-SA 3.0 (arts), both licenses are copyleft, so you are required to keep the same licenses for your modification.
  19. What should be nice is that in pause mode some actions should be performed instantly, e.g. ungarrisoning a unit and giving him a new order. I remember a discussion about this with Phillip. IIRC he said the game is based on turns, and as it is now it should be modified to work like this, otherwise this instanct actions won't work.
  20. It looks good, the tables should be automatically generated with a script reading xml files (and the pdf generated at release time), otherwise they'll soon be out of sync. You can start with this script: http://trac.wildfiregames.com/wiki/Unit_Summary_Table Also resize the logo, it weights 4,5 MB.
  21. I reported some suggestion some years ago that are not implemented: http://trac.wildfiregames.com/ticket/645#comment:4 http://trac.wildfiregames.com/ticket/645#comment:33 http://trac.wildfiregames.com/ticket/817 Probably an indicator X/Y near or on the flag itself where X is current and Y is maximum units garrisonable could be a simple but useful indicator.
  22. I am not an expert, but I don't think it can lead to legal problem if the models are not using original arts but just redone with similar look. There are similar examples also in commercial games, see e.g this:
  23. It could be a nice Easter egg for the next alpha
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