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fabio

WFG Programming Team
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Everything posted by fabio

  1. Note that 10.710.6 is 64 bit only, 32 bits Mac can only upgrade up to 10.610.5.
  2. Nice . Maybe you can also enfatize the missing resources using a red color for them in the tooltip.
  3. When a unit receive the order to gather a treasure, after getting it, it will automatically only collects treasures of the same type (food, stone or metal). Maybe it could also automatically collect all type of treasures? When ungarrisoning units from a building it would be nice if the units will then be selected rather than the building.
  4. I sent a patch to remove unneded libbost libraries, ticket #1360.
  5. Every Intel MAC can be upgraded to 10.6. The major problem to me is that it only supports 64 bit MAC, and the first Core Duo based are 32 bit only (I own that...).
  6. I updated previous post with all icons so far... I like the 128x128 version without shadow (due to the issue reported by DS McGuire). Eventually a SVG icon would even better.
  7. Summer of code approved students are now announced: at a quick check for games there are HedgeWars, ScummVM, Unknown Horizons and FIFE engine and Wesnoth. Also the OGRE and Crystal Space 3D engines. List is here: https://www.google-melange.com/gsoc/projects/list/google/gsoc2012
  8. Running that script reveals that there are still a lot of unused files that could be useful in SVN, but take up space if included on public.zip used by the installers (especially the ogg files). Ideally when building the public.zip file the output of the checkrefs.pl script should be used to exclude the unused files. EDIT: reported as ticket #1363.
  9. It looks like libAtlasUI.so is using only libboost_signals.so, pyrogenesis and libCollada.so don't link to other libbost libraries, however the make files want to link also to _filesystem and _system. Can they be removed?
  10. I suppose you mean this: Also nice to Linux users is hardware cursor, no more mouse lag!
  11. There is already that script at the end of the page http://trac.wildfiregames.com/wiki/Unit_Summary_Table
  12. Would be possible to use two (or more) different meshes, the more detailed to use when there are few units and/or zooming in, the less detailed when zooming out (you'll won't be able to see the details anyway at far distance) and/or there are many units (so to not decrease performance).
  13. I sponsored nvtt and 0ad for Ubuntu (and they got accepted at the last day, FinalFreeze was the 12th). Thanks to you for all the great work!
  14. I think it was included now because nvidia-texture-tools was properly packaged, because the 0ad packages get ready and someone sponsored it. There are many other alpha-quality games in debian, and other that get packaged only after a stable version. The fact that it was packaged still in this alpha state is also an acknowledge of the quality of the game and users interest in it.
  15. Just to let you know that 0 A.D. officially landed into Debian and Ubuntu repositories. So if you are using Debian 7 or Ubuntu 12.04 (precise) or later versions you can install the 0ad package and get 0 A.D. alpha 9. Debian packages link Ubuntu packages link Newer versions can be found in Ubuntu backports. See here for information on how to manually install it, or here to enable automatic installation of backports. nvidia-texture-tools package was also packaged some day before it (with the proper patches needed by 0 A.D.), and the 0ad packages use it. DONE in alpha 11: There may be a problem if you installed it from the Ubuntu PPA before: the PPA packages use a version number like 0.0.0+r11339-1, while the official packages use a version number like 0~r11339-1. This mean that if you want to use the official version you should remove the PPA version before installing it, otherwise the PPA version will always have the precedence since 0.0.0+r... > 0~r..., no matter if the PPA is alpha 1 and the official is alpha 9. Eventually 0ad official tarball should use a common version numbering to avoid this, e.g. alpha 10 could use 0ad-0.0.10.tar.xz. DONE in alpha 11: The 0ad Ubuntu packages in the PPA should also be rebased to use the same official build system (svn tree of 0ad svn tree of 0ad-data), to avoid package conflicts and to be comparable in features (e.g. linking to distribution nvidia-texture-tools). Features available only in the PPA packages should be sent to the official packages for merging (0ad 0ad-data).
  16. I was thinking of a similar idea: snow could be dynamically placed depending on various thing: uniformly on roof with a "small" angle; more to the lower (depending on the angle) for roof more vertical (supposing snow drops to the lower part and stops there); no snow on yards (we suppose someone will keep it clean...); no snow near the base of objects like building, trees (supposing they protect a little the nearness); random noise to make it more real. Dunno however if the dynamic snow make sense at all, are seasons really planned? About the new shadow and sun effects are they already in SVN? I am not able to see it.
  17. Eventually there should be scripted AI for asymmetrical maps, e.g. an AI that start with a full city and doesn't expand, but according to some trigger change its behaviour, I wrote about this earlier: http://www.wildfiregames.com/forum/index.php?showtopic=15389&view=findpost&p=230149
  18. I agree that eventually there should be one optimized AI with different tunings, where each tuning is a different config file. This should help keeping it complete and bug-free.
  19. On Linux the max size is usually 128x128 (I checked in /usr/share/icons). SVG icons are preferred, I think.
  20. Same image optimized with optipng -o 5 && advdef -z -4 (42KB smaller): EDIT: this is 512x512, a smaller size is probably more than enough. EDIT2: 128x128 icon, 10 time smaller in byte vs the 512x512 size after optimisation: EDIT3: original (up to alpha 9) 48x48 icon with shadow: Newer SVN (post alpha 9) icon, 128x128 still with shadow:
  21. Would be possible to add dynamic texture to simulate snow (or other environmental effects)? This is how it looks like Settler 6, note that snow gradually appears over the buildings:
  22. It says that Age of Empire Online sucks but to keep an eye on 0 A.D. which is historically based, has new factions, a graphic engine similar to Age of Mitology, nice code, developed by genial people and it's free.
  23. This was committed in r11429 by quantumstate.
  24. Nice and original screenshots
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