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Posts posted by fabio
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You can actually close the end up against a cliff, it's just very delicate and takes a bit of time (and not guaranteed to work). Ideally it should "snap" to the cliff or something.
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.
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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).
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Your link has dots in the middle and therefore is broken, it should be:
Indeed, fixed, thanks!
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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.
- [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.
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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.
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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.
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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.
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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.
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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:
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It could be a nice Easter egg for the next alpha
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When is planned this graphics cleanup?
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So this shot should mime an Age of Empires game? Can someone post an original shot of AoE, I never played it. EDIT: I mean a shot showing the same model redone in the first post.
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In the past I played Dune II, The Settlers (I, III and VI), Dune 2000, Battle for the Middle Earth II. I also played Panzers II and these day I am playing Panzers I, I have to says these last two are my best RTS games, here is a youtube video if you don't know them:
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I had the same problem, adding bandcamp.com to the permitted sites on flashblock made it work. Eventually this should use an HTML5 player rather than flash.
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With the modding support maybe it should be possible for users to download textures with the swastika/boobs, place in the right directory and enable them.
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Do you have flashblock installed?
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Just read the link I posted
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You may want to update to Debian testing which will be 7.0: http://wiki.debian.org/DebianTesting
Or you can compile 0 A.D. yourself: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux
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Why do you want to do it?
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IANL, but I think there are no legal problems in including a Mauryan swastika in the game, it has really nothing to do with Nazis.
The real point is that someone may be anyway offended by this, as well as for the nude breasts, so since they add very very little to the game they could be easily removed.
OTOH they make some noise and can add free publicity to the game
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If possible it would be nice to fix this before A12: http://www.wildfireg...=20#entry252730 (last post with useful info, see full thread for the whole history).
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Thank you! Now it's a bit clearer
grep 'DRI driver' /var/log/Xorg.0.log
[ 23.737] (II) RADEON(0): [DRI2] DRI driver: r600It tells me that I'm using the r600 driver but noch which version I'm using.
I guess I can use different versions with Mesa 9.0 or is that tied together?
Version is 9.0 as reported by your previous command:
OpenGL version string: 2.1 Mesa 9.0
You can use a newer mesa, of course, as well as newer radeon but it must be compiled for your OS version. I also keep a PPA with updated drivers for Ubuntu, see my signature.
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I'm a bit confused about the drivers.
glxinfo | grep OpenGL
OpenGL vendor string: X.Org
OpenGL renderer string: Gallium 0.4 on AMD RV730
OpenGL version string: 2.1 Mesa 9.0
OpenGL shading language version string: 1.30
OpenGL extensions:Mesa is the OpenGL implementation but since imporatant parts of OpenGL have to be implemented in the device driver, there are different drivers which are part of mesa, right?
Radeon (the same as xf86-video-ati?) and RadeonHD are 2D drivers, but are they completely independent of the 3D drivers and not part of mesa?
According to wikipedia Gallium3D is a free software library for 3D graphics device drivers.
R300 and R600 use this Gallium3D api and their name seems to refer to the graphics chips with the same name. However they support much more than just R300 and R600 chips, so this name is quite misleading.
Is this more or less correct and how can I find out which 3D driver and which version I'm exactly using?
Correct, note that RadeonHD is dead since some years, you can find more info here: http://wiki.x.org/wiki/RadeonFeature
To see the driver in use run:
grep 'DRI driver' /var/log/Xorg.0.log
Intel HD 4000
in Game Development & Technical Discussion
Posted
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.