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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. Gave it a shot. Can't run ./build-osx-libs.sh directly because the 10.7 SDK is removed in the latest Xcode. Changed to 10.8 and ran the script fine until the game compilation, which failed. Started XCode, had to re-switch all the schemes to Release (this is annoying, if it could be changed it'd be great). Tried to compile. Seemed to go fine but I've got an error on every project, "Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool failed with exit code 1", which is somewhat odd.
  2. Looks quite good, Enrique. I'm assuming this is one of the more recent armatures where you have the IK?
  3. There's a weird "elongation" effect on the front leg (particularly visible on the right one), but other than that it looks pretty good.
  4. Tried again with 2.69. There's definitely an issue with our existing animations. New armatures now export more correctly, there is however still an issue with branching bones (see picture). This usually will break IK. This is probably the thing that makes importing our existing armatures slightly broken, too. Animations would probably work mostly right, but because of above weirdness it'll bug. This might be a limitation of the Collada format, though…
  5. Concerning the fishing boat: I'm definitely able to commit it. However the animations might have to wait a bit.
  6. I kinda likes the old one, it was very reminding of AoE 1 (ah, the power of nostalgia)... BUt it's probably not the most realistic, and those look very good too.
  7. I've failed to compile 0 A.D. against the 10.9 SDK (Mavericks), apparently because there are some issues with Boost and some fundamental C++ library files in "Graphics"... (note: this was compiling using Xcode, not the script. Also I'm still under 10.8 so this might be linked).
  8. Okay, the new version has been committed to SVN. Again, no real log changes, but tons of behind-the-door changes, so it needs testings, and I also need feedback: do you find it harder/easier than before? What should it do differently? Stuffs like that. Hopefully it's a little faster than it used to be, I'm not really sure. No naval support or savegame support as of yet.
  9. Sorry guys, I've been a little stopped this WE (had a very fun WE with fellow students, but I had to rest for a bit). I think I'll be able to work on 0 A.D. properly this WE though.
  10. I'm opening a topic at last for an issue that we discovered a long time ago and that might finally be resolved (opening it to remember to check that it's actually fixed). The issue is that our old collada armatures don't load up nicely in Blender. A change in 2.68 should have fixed this, however now 2.68 can't load those old armatures. A ticket for that has been opened on the Blender Bug Report. Latest update is that it's been closed after a report that "I was getting the same crash with 2.68 on linux64 (whichever revision was packaged with Fedora 19), but the same model imported fine with the latest nightly build. So this issue has probably already been fixed." Ticket is here. I recommend we try again with Blender 2.69 to see if: A- our armatures load up B- they load up nicely.
  11. It looks disabled to me too. I would suggest trying a marble-like texture?
  12. The might might look better centered in that. Perhaps.
  13. You could check that by activating the developer overlay (alt+d by default I think) and checking "reveal map". As for the new AI, I've fixed an important bug regarding naval transport this week but have lacked time. I'll try to work on it more tomorrow, and try to commit it sometimes next week. We'll see.
  14. I think fixing the range manager will fix this definitely (the entity map patch)
  15. It appeared that without any particular reasons, GLSL was much slower on some computers, so it at least seems worthwile.
  16. In the interest of releasing A15 quickly, it would probably be good to commit this as soon as possible so it can be debugged. As far as I know, we've reached a fairly acceptable level of "it works" on most compilers/systems in the early testers. Though I think it still needs some UTF8 support and stuffs?
  17. wraitii

    AI error

    I can't recall if I've added some tech checks for units in A14 for Aegis, but Aegis definitely shouldn't build stuffs from town phase/city phase if it's not phasing up.
  18. I don't remember exactly how the whole things read, but it's very clear now.
  19. I think it will be released in a few weeks from now. Historic_bruno, just to be clear, are your issues with the SVN AI or my beta above?
  20. Sounds like it's getting stuck on something... I'm afraid this is a "wont fix", I've changed this logic in my repo already so the error is about 100% non-reproducible.
  21. Difficulty modes (Alpha123 is right in that medium, hard and very hard use the same logic while easy is a little dumber and sandbox will never attack) -Sandbox: 50% of the resource actually gathered are added to the resource count (in effect, gathering is twice as slow) -Easy: 66% -Medium: 100% (normal speed) -Hard: 133% -Very Hard: 166%
  22. Just to be clear, it works now? We don't have very good support of external screens yet, as we're using an older library. But we're working on improving that.
  23. Hi raymond, Do you have a Retina computer? There is a known issue with those. I think playing in windowed mode fixes it. edit: this post might be of interest to you.
  24. Thanks for reporting this, I will look into the issue and it will be fixed. Edit: beyond what Sanderd said, there still should be no errors in such a case. I had forgotten this was a naval map.
  25. Hi Don, those questions are actually perfectly valid and are some things that I should improve someday. There is a do-nothing AI, which is the "base" in the common-api folders. In the common-api-v3, this is made slightly more complicated by the presence of a "shared script", ie something that does computations for all AIs (and which is basically compulsory at this point). Another "do nothing" AI is scaredybot, which you can check in the AI folder (it's declared as hidden in its data.json though), it uses the common-api-v1. I don't think you can write on in C++ now, so you have to do it in Javascript. However we're planning to move some things to C++ for performance, so there might be a day when this is possible.
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