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fabio

WFG Programming Team
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Everything posted by fabio

  1. 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.
  2. 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...).
  3. 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
  4. 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.
  5. I also noticed that wall towers are more powerful than standard towers, yet they are cheaper to build.
  6. 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?
  7. 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?
  8. 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?
  9. 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.
  10. OK, it improved somehow, now I no longer get the driver error but I get this:
  11. 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).
  12. 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.
  13. 372 x 272 also works, which is nearest to current 371 x 270.
  14. This is what I get. Also I still get the terrain texture flickering.
  15. NOTE: I did some tests. It looks like it doesn't need to be a POW texture, it just needs that both dimensions are divisible by 4.
  16. I can test in the following days. It's on git at https://github.com/myconid/0ad/branches ? Which branch?
  17. I like the new changes, however I cannot see any preview and I get this: Mesa: User error: GL_INVALID_OPERATION in glCompressedTexImage2D(invalid width or height for compression format) ERROR: CRenderer::EndFrame: GL errors occurred Mesa: User error: GL_INVALID_OPERATION in glCompressedTexImage2D(invalid width or height for compression format) This is probably because textures are not power of two. Also would not be better to put the Match setup on top and Players setup under it? The Match setup has to be done before Player setup, which change depending on the map.
  18. Weren't rectangular maps decided to be dropped, along with engine support?
  19. Also I would prefer a visual from the top so that all the map is represented with the same resolution. Using a preview wouldn't reveal some informations that should be hidden, anyway, by the fog of war?
  20. Using an autogenerated map avoids differences when the map changes (see for example the screenshot that appear during game load, some, e.g. Iberian fortress, are different from the current game content, changed in the meantime). Also less work for the artists.
  21. Why don't use the minimap image for it (maybe without resources)?
  22. I am not a history expert but I also know The Art of War, an important document about war, which is still studied today. It was written in Cina in the periods of 0 A.D. game, so this could be a plus point for considering an Eastern faction.
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