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fabio

WFG Programming Team
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Everything posted by fabio

  1. fabio

    Licenses

    It looks textures from CGTextures are not compatible with 0 A.D.. See their licence and FAQ, some relevants copied here: May I use your textures to make a (commercial) computer game? Yes--with the exception of Open-Source projects. See below. I have used some of the textures to create a map for a computer game. May I distribute this map? Yes, provided the textures are used in the map. In that case, you are allowed to bundle them and distribute them as a package. Please add the following text to the documentation of the map: "One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information." Do these textures fall under an Open-Source license? No. These textures fall under the CGTextures License. May I use these textures in my Open Source (Creative Commons, GPL, etc) project? No. These textures may not be used in Open-Source projects. The licenses are not compatible. Almost all Open-Source licenses allow redistribution of the materials, and redistribution is not allowed for these textures.
  2. It looks someone commited them by accident and them someone other reverted it. You can remove your changes and update from svn, it should work. The game probably should check if GLSL 1.2 is available before really enabling them, even if they are enabled by a user.
  3. As a later TODO it would be nice to include support for the opus codec (wikipedia), it has a better quality than vorbis (especially with small files), and can eventually also be used for in-game chat.
  4. When is planned Alpha 11? I'd like to test all the new effects before the release, but I am unable to do it until about 10 days.
  5. There is a patch that should improve pathifnding (#930). It is only an optimization of the current non ideal approach, that is planned to be replaced, but maybe it could be useful to speed up the game a little in the meantime.
  6. It's promising, but: from anandtech.
  7. The new elephants animations look really nice in game
  8. Here is the savegame. (Just remove the .txt extension since the board doesn't like the original extension.) quicksave-0006.0adsave.txt
  9. fabio

    ERRORs on svn

    This error happens just after starting the game, also note that I am using system spidermonkey.
  10. I didn't used it, but I have to say I used the console command to speed up gameplay (with a value of 4), but only for few time, then I reverted it to 1.
  11. I was playing from svn updated on 2012-07-27 against 3 AI under an Ubuntu 12.04 32bit. I'll post the savegame tomorrow (posting from a mobile now...).
  12. I get this error on current svn, default map: WARNING: JavaScript warning: simulation/ai/common-api-v2/entity.js line 125 reference to undefined property this._template.Builder.Entities._string ERROR: JavaScript error: simulation/ai/common-api-v2/entity.js line 125 TypeError: this._template.Builder.Entities._string is undefined ()@simulation/ai/common-api-v2/entity.js:125 ([object Object],"4623",[object Object])@simulation/ai/qbot/gamestate.js:283 ([object Object])@simulation/ai/common-api-v2/entitycollection.js:79 ("structures/maur_house")@simulation/ai/qbot/gamestate.js:281 ([object Object])@simulation/ai/qbot/plan-building.js:23 ([object Object])@simulation/ai/qbot/queue-manager.js:282 ()@simulation/ai/qbot/qbot.js:108 ([object Object])@simulation/ai/common-api-v2/base.js:122 @:0
  13. I was playing a long game (2 hours) and noticed the game pausing for a ten of seconds and then restarting, a few times. My system was swapping, my 1,5 GB of RAM was full since 0 A.D. memory usage was constantly increasing. It may be that the game needs all that RAM, but then I saved the game, quitted and reloaded the savegame: on restart RAM usage was under 800 MB. Is this a possible leak? I can post the saved game if needed.
  14. I also noticed that wall towers are more powerful than standard towers, yet they are cheaper to build.
  15. Another question about gates: currently they build instantly, is there a plan to build them with a longer time and with graphical effects like other buildings? Or this is intended since it's just an "upgrade" of an existing structure?
  16. OK, but what's the point? I suppose that it may be to avoid opening the gate to let get in both your units and enemies?
  17. Nice update! What's the purpose of having buttons to control the gate? Wouldn't automatic opening and closing when your units are walking thorugh it be enough?
  18. Thank to you for all the work! Once this is main svn I'll report a bug against the graphic driver, but I doubt there is a chance to see it fixed.
  19. OK, it improved somehow, now I no longer get the driver error but I get this:
  20. Thanks, now I get this, with a load of: r300: ERROR: FS input generic 20 unassigned, not enough hardware slots (it's not a bug, do not report it). r300: ERROR: FS input generic 20 unassigned, not enough hardware slots (it's not a bug, do not report it).
  21. I pulled again effectdistance2 branch but I get nothing new. Uh, indeed you didn't say that Is there a map with Mars_temple2 already built, I don't have the time now to play to get it.
  22. 372 x 272 also works, which is nearest to current 371 x 270.
  23. This is what I get. Also I still get the terrain texture flickering.
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