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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. Gameboy: I haven't committed the fix yet.
  2. Gameboy: That's now fixed Lion: thanks for those, I don't think they're fixed yet, I'll look into it.
  3. greenknight: did you say you saved and reloaded before trying? Because that would break the AI in many ways and is expected not to work too well. On the other hand, I haven't noticed the AI getting stuck on Alpine Valleys. It started really slowly on Deccan plains but that has been fixed, so now it should work mostly properly. Still, it's far from perfect anyhow.
  4. I've given a look at this the other day and have been completely unable to understand what happens. Collada seems to load the skeleton properly, so the issue is with the model. But importing/re-exporting in Blender fails. And there has been no obvious changes that would have broken the boar.
  5. Those errors should be fixed now, thanks for reporting them.
  6. I agree with Yves that the GC improvement in the future seem far from trivial to me. GC is slow in 0 A.D. and leads to a bunch of other issues, so that would be very nice, and if only for that, the upgrade is worthwhile.
  7. I've fixed the first one, I'll fix those two tomorrow, thanks for reporting them.
  8. Hi Gameboy, I'd be interested in having the commands.txt of that error (or specific steps to reproduce it). I understand what happens (and it's now fixed) but I'd like to see the circumstance in which it happened.
  9. fabio: those warnings are stuff I should have fixed and forgot to before committing, I'll do it now. greenknight32: yes that's a known issue, rushing the AI early enough basically means killing it right now.
  10. I see. Then it's probably better to have ESR 24 as an intermediate, yes.
  11. I've just committed some WIP changes to aegis, which should work with Yves' changes but haven't been extensively debugged, so please report errors that could come up and weird behavior. It should fix an error in the economy (the AI didn't actually care about full resources) so that should improve the econ a fair bit. The defense manager is being rewritten from scratch too so that could change, right now I think it's a little worse than it was before, but it's all WIP. I've removed older AIs too.
  12. I can't say much about the first two options, I believe we relyon our spidermonkey on OSX so I don't really care. Are there big changes in ESR 31 compared to ESR 24? (I'm assuming that ESR is extended support release). Also, I find it amazing that the newer spidermonkey is always slower than current SVN. It's so counter-intuitive.
  13. Well trimmed they're supposed to look like this which isn't extraordinarily different.
  14. We don't have incremental updates yet (mostly because most developers use SVN so that's a non-issue for us), but we intend to implement something like that someday.
  15. It's just that I know Blender (I can understand not wanting to use it if you're not used to it though) and there are easy settings to set environmental lighting and ambient occlusion, which looks a lot more natural? 3DS Max might have those too, no idea.
  16. Actually, running/charging wil probably not be done with stamina, but it's not completely decided yet.
  17. stanislas: no problem, it's just that if you were in Blender I could have given you a few pointers on how to improve it quickly.
  18. What software are you rendering in? I don't like your lighting setting, I find it quite unrepresentative of how the building will look in-game. I think your wooden planks on the side look weird. Too regular when I'd expect them not to be nearly that much. Also there's no apparent fixation for them, which seems a little off to me.
  19. It is unique. If you look at other barracks in-game, they all look quite different. I do agree with Enrique and Lordgood that the Stanislas' model isn't quite satisfactory yet, but I'm sure it'll look perfectly Iberian when it's over.
  20. Except they're not. Furthermore, we need to keep some balance between civilizations. If the romans want to circle the gauls in this game, it is necessary that the gaul player be able to do something about it. And harass/annoying strategies as in the original post aren't fun, so it's something to consider.
  21. Barracks all looks square and fortified because they are. They all look the same because we have no better idea of what a barracks looks like.
  22. We don't want const everywhere, just where it makes sense. Usually in the game this means big objects that (of course) won't be modified. const-ing a float or something trivial like that is cluttering. Not yet, but that shouldn't necessarily stop you. You could make 2 versions or something like that. Usually we prefer STL algorithm unless there is a good reason not to use them (not the fastest in our case, redundant). I'm not familiar with those, but unless there is an equivalent, clearer way to do the same thing, use them.
  23. I don't mind that ticket, it's in the backlog, along with several other stuffs that won't be implemented before part 2 / ever.
  24. I've got a hunch that leper has started work on proper configuration behind the door, so I'd definitely add the config screen to work that should be done for A16. There's time enough.
  25. Might be my being French but that's what I see:
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