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fabio

WFG Programming Team
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Posts posted by fabio

  1. The thing about updated models and textures is a good point, but having it be a replay would mean loading times which may or may not be able to be completely masked by a 2D video before it.

    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. 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.

  3. 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

  4. 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.

  5. Here are a couple of interesting tickets:

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