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Everything posted by fabio
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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And now is merged and will be included in 3.5.0.
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Usually most slowdowns are due to having many units in the game. What CPU and GPU do you have? Did you try lowering some graphic features in the Options menu? Maybe that could help a bit.
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Visual feedback for researching
fabio replied to Stan`'s topic in Game Development & Technical Discussion
I really like building animations, and I don't think it's revealing too much, actually, in real life, you can see when a building is working or not. Anyway, eventually, maybe the code could be updated to just show the animation to the player and its allies, hiding it to enemies? -
Whoops, I confused their name with the engine of 0 A.D.! As you can see it's some time I was away from the game! The name actually is OK, it's Pyrogenesis 1944, not Spring 1944! Which I think it's a really good name, similar (both referring to their original engine), but not the same. And I meant Spring 1944 game assets are under CC-NC (so the mod won't be completely free like it is 0 A.D.).
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Looking good! I am just unsure about the name, probably not wise to the original game using the same game name. Also it's a bit unfortunate Pyrogenesis is under CC-NC. But I am really looking forward to this, especially if you find a way to mass import all their huge amount of models.
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IIRC that effort stopped because there was nobody interested in reviewing BogDan patches at the time. I remember compiling and trying it in on my Nexus 7 tablet, it somewhat worked, but it should require some effort redesigning the input system, otherwise you would still need to use a mouse on the Android device.
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Related: https://www.zdnet.com/article/github-starts-blocking-developers-in-countries-facing-us-trade-sanctions/ However it's not GitHub itself to blame here, but US government. IIRC we ourselves have a team member from Iran.
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We already tried PNG lossless compression years ago. See this commit: https://trac.wildfiregames.com/changeset/16386 Notably the cursors went from 4+KB to 1+KB. Ideally it should be done before committing the PNGs to the SVN. If you rather recompress the PNGs already committed, the SVN bloats (including the checkout) because it still keeps the older PNGs (because SVN needs to let you access older revisions) as well the new ones. A better way to improve on game size (also reflecting in the final game download, not only on the source which has PNG but not S3TC textures) is to recompress the audio files, using a proper, updated ogg codec and sensible compression value. For some more info see this:
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Not sure if it's the same issue, but sometimes the "building construction animation" is not played: https://trac.wildfiregames.com/ticket/3009
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I like both Ponies Ascendant and Hyrule Conquest. Not that I played them a lot, but they are the most original, especially the latter, bringing some interesting diversity from vanilla 0 A.D.. Hyrule, especially, has a character choosing at the game start and many original units and graphics effects, not seen anywhere else.
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BTW, Dennis died in 2011.
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There are already some mods or total conversion, see for example this: https://www.moddb.com/mods/hyrule-conquest Some features may currently be missing, but if an interesting mod emerge they may be added, as already done in the past. But someone should be committed in investing months of work designing models, animations, scripts and so on. As an alternative, partially free (Creative Commons Attribution-Noncommercial license), RTS ,WW2 game you can have a look at Spring 1944: http://spring1944.net/ .
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Selling code or art should be possible, STK does just that (as well as Red Hat and other commercial free software companies): https://supertuxkart.net/Donate But indeed it is not needed until we have money available and no plan to use it.
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Looking great! BTW, you should be able to get rid of copyright issues if you change the specific names, while keeping a similar look and feel.
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First post ever (power!!!!)
fabio replied to itrelles's topic in Introductions & Off-Topic Discussion
@itrelles Hi, I removed two your posts, they didn't look very useful as first posts... -
Parallel GPU-based A* algorithm in pathfinding
fabio replied to Kuba386's topic in Game Development & Technical Discussion
You may want to do some graphs before/after the patches. See here for how to use the profiling feature: https://trac.wildfiregames.com/wiki/EngineProfiling#Simulationreplaymode Also make sure the MD5 hash of final state is the same, if the changes are not supposed to introduce different paths. -
Using our Libpng instead of wx bundled one
fabio replied to fabio's topic in Game Development & Technical Discussion
The patch has a lot of whitespace changes, so it is not readable... The buildlog seems fine to me. I suppose jpeg support is not needed within wx (was also removed from the game itself), correct? Then it could also be disabled with --with-libjpeg=no . -
Using our Libpng instead of wx bundled one
fabio replied to fabio's topic in Game Development & Technical Discussion
CPPFLAGS="-L$LIB_PNG_DIR/include That -L should be -I