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Everything posted by fabio
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CC-BY is compatible with CC-BY-SA (which is a bit more restrictive).
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Hi Radagast, 0 B.C. looks promising! To start collaborating in the best way you may want to submit some of the 0 B.C. patches and attach them on a trac ticket. You may start to do it for patches that fix bugs or add features that should be common in both 0 B.C. and 0 A.D. (some 0 A.D. features are listed in GameplayFeatureStatus, GSOC_Ideas or other wiki pages, existings tickets or already discussed and approved on the forum). Then the patches can be reviewed and eventually merged in 0 A.D.. Some patches may take a bit of time before being reviewed and merged. This way both projects could benefit.
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SDL2 enabled by default on Linux
fabio replied to fabio's topic in Game Development & Technical Discussion
That bug was fixed before A18, or are you referring to another one? -
Hi, as decided in the last meeting, SDL2 is now enabled by default in SVN on Linux (it was already enabled on Windows and OS X). There is no more need to pass --sdl2 to update-workspaces.sh. To properly build SVN make sure to install sdl2 development library >= 2.0.2 as explained in BuildInstruction wiki page. If you notice issues with SDL2 you can still build with SDL1, passing --sdl1 to update-workspaces.sh. In this case make sure, however, to report the issue so that we can fix it or eventually revert to SDL1 by default.
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Thanks for the votes, it just get updated and alpha 18 will be in Ubuntu 15.04!
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If you want to see Alpha 18 in Ubuntu 15.04, you may vote (mark that it affects you) and comment here. (Unrelated, you may also want to do the same with Unknown Horizons game here).
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STUNTMAN (Apache 2.0) has the same compatibility state of gloox (GPLv3): they are compatible when the whole game is released under GPLv3(+), not if the game would be GPLv2 only. Also STUNTMAN should only be useful when gloox is used and then the GPLv3(+) option is already implied, so it won't add any new practical limitation.
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If it can be useful there is also a wikipedia page (as well as other wikipedia linked pages) for that.
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0 A.D. has a tool to import models from spring: http://trac.wildfiregames.com/browser/ps/trunk/source/tools/springimport https://springrts.com/phpbb/viewtopic.php?f=1&t=23811
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For reference roads were discussed here.
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It would be nice if territory borders would also be disabled when using alt+g.
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[Sceneario] Heml's Deep Failure attemp
fabio replied to Skhorn's topic in Scenario Design/Map making
Nice map. You may also want to have a look here. -
Also it would be nice if you can post some screenshots .
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Can I help with Android port?
fabio replied to bog_dan_ro's topic in Game Development & Technical Discussion
bog_dan_to added etc2 texture compression, it requires GL ES 3.0, it's available on nexus 7 2013 but not on 2012. I suppose eventually GL ES 2.0 + etc2 should be enough (supposing there is hardware doing it), but GL ES 2.0 chipset are probably too slow to run 0ad (according to bog_dan_do it's slow on GL ES 3.0 chipset also). -
Can I help with Android port?
fabio replied to bog_dan_ro's topic in Game Development & Technical Discussion
Do you have a Nexus 7 2012 or 2013? http://en.wikipedia.org/wiki/Comparison_of_Google_Nexus_tablets Only the latter has OpenGL ES 3.0 and is able to run 0 A.D.. -
Can I help with Android port?
fabio replied to bog_dan_ro's topic in Game Development & Technical Discussion
Open configuration panel -> App -> 0 A.D.: it will says the installed version. -
Can I help with Android port?
fabio replied to bog_dan_ro's topic in Game Development & Technical Discussion
Here is my logcat. -
Can I help with Android port?
fabio replied to bog_dan_ro's topic in Game Development & Technical Discussion
@WhiteTreePaladin: bog_dan_ro quote from IRSC some days ago on using logcat: I tried the new version from Google Play on my Nexus 7 with Android 5.0.2: uploading technical feedback apparently succeeds now; the interface is no longer scaled (that caused overlapping buttons); I noticed it now installs with an OBB file; I was able to connet to the lobby and chat (the keyboard get activated when required); opening web links pressing the menu buttons still doesn't work; when the keyboard is removed from the screen the Android 3-buttons menu bar stays active hiding the bottom of the screen; every tap counts as two clicks, just go in the Options window and I cannot change anything (a tap quickly enable and disable it); it works fine if I press the touch screen for a longer time; it would be more intuitive to invert this behavior; it crashes as soon as I start a match at 99/100% loading (also I tried starting a match on a Tiny random map whit just 1 player), so I cannot test the game itself.Yes, I still need to try logcat myself. -
Can I help with Android port?
fabio replied to bog_dan_ro's topic in Game Development & Technical Discussion
Hi, if someone is interested in testing, bog_dan_ro uploaded an updated android apk + mod and public mods zip here: http://trac.wildfiregames.com/ticket/2996#comment:45 Install the apk, start it and it should create some empty dirs in sdcard. Locate 0ad/appdata/data/mods dir and copy the two zips inside it in mod/mod.zip and public/public.zip The game should then be able to run. Note: the game requires OpenGL ES 3.0 to run. For bog_dan_do: I tried your latest packages and can confirm the same issues I got with the archive I built myself on my Nexus 7, reported at http://trac.wildfiregames.com/ticket/2996#comment:43 Unfortunately I am a bit busy to further debug the problems as described at http://trac.wildfiregames.com/ticket/2996#comment:44 , if someone can it could speed up android support . -
Lion, I think the Ponies mod is compatible only with alpha16.
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Farmlands implemented
fabio replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I would suppose you added an aura with 0 radius on the texture? -
I can see bug #1368 on the first image: http://trac.wildfiregames.com/ticket/1368
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Eventually I think there should be a generalized way to paint ring of various type: aura, but for example also min and max firing range. They should be able to be set automatically, without specifying a texture, this would be a lot easier to manage (i.e. no need to modify XML files, just use settings already available in every unit for size, using a different color for type). See for example these that were generated using little textures that can be placed on the border of a big ring: Also for aura there should be a way to detect if a unit is really influenced by the aura, this is especially useful when aura only parttially cover a unit. A possibility would be to have a symbol floating over the unit when the aura affects it (as some of the units in previous images have).
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It would probably be easier to add again the door, rather than adding the interiors which will be barely visible and add polygons...
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I think that it make sense. On that unexplored area there could be some obstruction you cannot see (e.g. enemy army).