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fabio

WFG Programming Team
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Everything posted by fabio

  1. Maybe it could be added a two-click mode for buildings: the first click selects the place, then moving the mouse you can rotate it and the second click make the building start.
  2. Yes, but this way it's more difficult to keep them in sync, they will eventually diverge and improvements become incompatible. Obviously developing a library that can be used by different projects is more difficult. In another news Spring 0.86 got recently released with many pathfinder improvements: 0.86 changelog.
  3. Could the new pathfinder be released as a standalone library, so that other open source projects can use it (and, eventually, also improve it for us )?
  4. There are many ways to workaround this: change the license to Android specific code to a non-free one, forbidding redistribution (obviously one can rewrite this code); trademark "wildfiregames" or "0 A.D." and forbids its use on Android Market (the code is still free, but cannot be distributed as 0 A.D. (see Red Hat and its clones)); just link from the 0ad web page the sponsored 0 A.D. Android App, asking to buy it for supporting development rather than downloading it for free; provide some plus service other than the game binary (let's suppose you can, for example, submit your game score to a central server comparing to other players...); That being said what I like most about 0 A.D. is the fact it is free (according to the FSF) and for sure I wouldn't be interested in it otherwise, but anyway it would be nice if developers can find a way to sponsor its development.
  5. Nice, it's also faster than on my PC (20 FPS on Radeon X1600)! Maybe, when it will be more complete, you could sell it on Android Market to support 0 A.D. development...
  6. This is intended, it will give a better compression ratio on the installer which uses a better compression scheme (lzma). Compressing an uncompressed file give better result than compressing an already compressed file with a weaker (zip) compressor.
  7. Would be possible to enable read only access to these boards to all users?
  8. If you want to follow the development see here: http://trac.wildfiregames.com/timeline
  9. OK, just want to add that selecting empty units to assign at another resource is not very easy when you have many units working in your city, all moving one near the others. Implementing a pause mode that let you select units and give them orders would help (obliviously only in singleplayer mode).
  10. Currently all maps start with players with limited amount of buildings/units and one win when kill all the opponents. Is there a plan to add different gameplay modes as other games (BFME2, Settlers 6) have? Some examples: An AI that starts with a complete city and many units but will only try to defends itself, it won't add new buildings or units, just replace the lost ones. Reinforcements coming from behind enemy lines at triggered time. Different victory conditions, e.g.: kill an enemy hero; survive 3 enemy attacks; destroy a special enemy building; gather 10000 food while defending yourself; build a fortified city with 100 units (no enemy involved) in 10 minutes; develop a sustainable trade with an ally. Something like these would make game more enjoyable, especially on campaigns!
  11. What about restricting buildings on a 2D grid (it obliviously complicate rotations but many RTS do this, letting them rotate only by 45/90 degrees) and/or adding to every building a border around it (except on some side of buildings like walls that must be connected) to impose a minimum distance and avoiding creating large obstacles to pathfinder? Will these help?
  12. I didn't follow all this thread, just want to let you know about the open source game BosWars: http://www.boswars.org/ IIRC it didn't have formations but I remember pathfinding was pretty fast, maybe there is something useful there.
  13. When a worker get some wood and the move to get food, the wood previously collected disappear. Is this the intended behavior?
  14. I incidentally noticed in this commit that 0 A.D. can use some OpenGL 3 features like GL_EXT_transform_feedback and GL_ARB_geometry_shader4. What are they used for? I am asking because they are going to be implemented soon in mesa (see e.g. transform feedback patch) and I'd like to know what to expect from them (performance, improved rendering, ...). Also it would be nice if the game prints on stdout (or on a dedicated menu inside the game) all the probed extensions and their availability (as for example do id software games). Lastly, what about the OpenGL capabilities database? It looks like it's no longer updated. Thanks
  15. OK, just a couple of suggestions: maybe you can also automatically start a browser (it's already done with the website button on welcome screen) when pressing the new profiler button (maybe different from the in game profiler, F12?) so one doesn't need to remember the path of the html. Also the framerate (with SHIFT-F) varies too fast and is hardly readable. Maybe it should update less often, or eventually using a moving average.
  16. OK, I tested it and it works as expected. Just a couple of questions: 1) the profiler server starts when pressing F11 but can no longer be stopped? 2) the test fails with: Running 255 tests....................................................................................................................................................................................................................................................Profiler2.cpp(187): Assertion failed: "m_Initialised" Assertion failed: "m_Initialised" Location: Profiler2.cpp:187 (RegisterCurrentThread) Call stack: (0x84a2f60) ./test() [0x84a2f60] (0x8449fb4) ./test() [0x8449fb4] (0x844a247) ./test() [0x844a247] (0x844b184) ./test() [0x844b184] (0x8286b0c) ./test() [0x8286b0c] (0x834fc50) ./test() [0x834fc50] (0xb6ec2e99) /lib/i386-linux-gnu/libpthread.so.0(+0x5e99) [0xb6ec2e99] (0xb6e2c73e) /lib/i386-linux-gnu/libc.so.6(clone+0x5e) [0xb6e2c73e] errno = 0 (No error reported here) OS error = ? In TestTextureConverter::test_convert_quality: ../../../source/graphics/tests/../../../source/graphics/tests/test_TextureConverter.h:78: Error: Expected ((m_VFS->LoadFile(dest, file, fileSize)) == INFO::OK), found ({ EB 51 FE FF FF FF FF FF } != { 00 00 00 00 00 00 00 00 }) tex_codec.cpp(83): Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB)) Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB)) Location: tex_codec.cpp:83 (tex_codec_for_header) Call stack: (0x84a2f60) ./test() [0x84a2f60] (0x8449fb4) ./test() [0x8449fb4] (0x844a247) ./test() [0x844a247] (0x844ae10) ./test() [0x844ae10] (0x849632c) ./test() [0x849632c] (0x8499b52) ./test() [0x8499b52] (0x807166f) ./test() [0x807166f] (0x805b4a5) ./test() [0x805b4a5] (0x8064c8c) ./test() [0x8064c8c] (0x805b774) ./test() [0x805b774] (0xb6d72e37) /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0xb6d72e37] (0x8056181) ./test() [0x8056181] errno = 0 (No error reported here) OS error = ? Sleeping until debugger attaches. Please wait. GNU gdb (Ubuntu/Linaro 7.2-1ubuntu11) 7.2 Copyright (C) 2010 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "i686-linux-gnu". For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>. Attaching to process 10674 Reading symbols from /home/fabio/sorgenti/0ad/trunk/binaries/system/test...done. Couldn't get registers: Nessun processo corrispondente. (gdb) Also for some reason I am no longer able to get proper backtrace since (probably) when the message window was added (look at the previous output). I usually prefer running testing app with something like: gdb -return-child-result -batch -ex run -ex 'thread apply all bt full' -ex kill -ex quit --args ./pyrogenesis
  17. Awesome work Did you try it on Windows? On mesa drivers (intel included) there is some support for timer_query (EXT variant): http://cgit.freedesktop.org/mesa/mesa/log/?qt=grep&q=timer_query http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
  18. Thanks for all the work Loading/saving seems to work but I get these warnings when loading a saved game: ERROR: JavaScript error: simulation/ai/jubot/gamestate.js line 26 TypeError: this.templates is undefined ("structures/hele_civil_centre")@simulation/ai/jubot/gamestate.js:26 ([object Object],"structures/{civ}_civil_centre",1)@simulation/ai/jubot/plan-building.js:7 ([object Object],[object Object])@simulation/ai/jubot/economy.js:225 ([object Object],[object Object])@simulation/ai/jubot/economy.js:653 ()@simulation/ai/jubot/jubot.js:115 ([object Object])@simulation/ai/common-api/base.js:92 @:0 ERROR: JavaScript error: simulation/ai/jubot/gamestate.js line 26 TypeError: this.templates is undefined ("structures/hele_civil_centre")@simulation/ai/jubot/gamestate.js:26 ([object Object],"structures/{civ}_civil_centre",1)@simulation/ai/jubot/plan-building.js:7 ([object Object],[object Object])@simulation/ai/jubot/economy.js:225 ([object Object],[object Object])@simulation/ai/jubot/economy.js:653 ()@simulation/ai/jubot/jubot.js:115 ([object Object])@simulation/ai/common-api/base.js:92 @:0 (and so on...) This is with r10458.
  19. There was a similar thread for alpha 7 but still not for alpha 8... Major new game features: bartering? load save games multiplayer reconnection new faction: Persian? new AI? new performance profiler Trac tickets: Alpha 8 closed tickets - Alpha 8 active tickets Is there any other big feature planned?
  20. Reported at http://trac.wildfiregames.com/ticket/987
  21. Will it be possible to use a system premake rather than the bundled one or it is required since it is customized?
  22. Some bugs/suggestions about the new GUI: 1) pressing F10 during game prints: ERROR: JavaScript error: __internal(2) press line 0 ReferenceError: openMenuDialog is not defined __eventhandler138 (press)([object Object])@__internal(2) press:0 2) singleplayer -> match -> C (Configure AI settings) prints: ERROR: GUI: Trying to use style 'wheatWindow' that doesn't exist. ERROR: GUI: Trying to use style 'wheatWindowTitleBar' that doesn't exist. ERROR: GUI: Trying to use style 'wheatExit' that doesn't exist. ERROR: GUI: Trying to use style 'wheatDropDown' that doesn't exist. ERROR: GUI: Trying to use style 'wheatButton' that doesn't exist. ERROR: GUI: Trying to use style 'wheatButton' that doesn't exist. 3) in the main menu please add the release version (Alpha VI: Fortuna) that is alredy printed on the in-game top bar. Over than that the new GUI and widgets looks very nice
  23. FYI disabling shadow filtering on my RV530 with r300g it improves FPS from 6-7 to 14-15.
  24. I get this assertion failure while playing the game (not sure how to reproduce it, maybe I was changing graphic options or quitting with ALT+F4). Assertion failed: "m_cycles >= 0" Location: timer.h:202 (ToString)
  25. The static screenshot doesn't really tell you all the truth. You should see it "in action" before judging .
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