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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. We'd need some source that doesn't come either from anti-right extreme groups about the laws. As for the other countries, indeed, Germany is afaik the only country with such stringent laws..
  2. Arguably, "civilization" encompasses both an actual empire/kingdom/nation and the associated culture. Hence, the game would not really need separate civilizations for every single, say, Persian, entities. Ultimately, this could lead to allowing to have all civilizations that existed in the time-frame and that were different enough to warrant being clearly separate (the difference exists between britons and gauls. But that's probably the lower limit. Furthermore, this is also why there is only one "roman" civilization currently and not a "roman pre 250BC, roman post 250BC" or whatever thing). However, this indeed takes time. Making a civilization is not only actually adding it. It's doing the research, and by that I mean actual usable research about the possible units, buildings, technologies, props, drawbacks, assuming this research even exists in a readable language (if not, one might have to ask a specialist, which will cost time, perhaps money). Once research is done, there is the issue of modeling and texturing, which takes a lot of time and resources. Then you need to add the civilization to the game, to make it balanced (again all other civs, which furthermore increases the complexity exponentially), make it varied enough to be interesting beyond a name. Perhaps add it to a few scenarios or make custom scenarios. It will probably take the team 3 Alphas (6/8 good months) all in all to add the Mauryan civilization, which is pretty well known, and the whole art team is basically focused on that. If we had to add the numerous other possible civs (off the top of my head, at least 3 south american civs, 2 north american civs, a minimum of 3 European civs, 4 Asian, 1/2 indonesian), it would take us literal years. Choices had to be done, and choices had to be logical: thus the focus was set on the mediterranean, center of the "known" antiquity in most of the western world. So if you want to do the research for a civ, do by all means. But remember that it's a long process, somewhat tedious in parts.
  3. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
  4. Isn't that building a bit high-poly? It looks really nice, but it appears extremely detailed.
  5. To chip in: The game is free, and distribution is basically worldwide through the internet. The target demographic is probably people older than 16, but dare I say even probably people older than 20 (this game, being realistic and as of now fairly slow seems like a "grown-up" game to me). Being free, it also means that if people feel "offended" by whatever, well they just delete it and it cost them nothing. Thus I believe most decisions should be taken in regards to historical accuracy and other "usual" factors, like time/interest. In the case of hindu swastikas, I believe legality should be the only factor. Unless Germany has especially stringent laws about the symbol (which to be honest I kind of doubt in the context of historically accurate literally-older-than-Jesus hindu symbols, though we should definitely stay away from a black swastika over a red background — but that's just asking for trouble ), in which case it would be worth it to remove them, there is no point in investing the time to do so. There might (and I believe, will) be offended people. In all likelihood, they will be trolls, or people that would have found something to be offended by anyway. I do not believe it's worth wasting time "fixing" what ain't broke for that. As for bare breasts, I don't really have a strong opinion on the matter. Historical accuracy would call for bare breasts, but covering them isn't what's going to make or break the game, it doesn't really feel important, and might help avoid unnecessary attention.
  6. I confirm this is because of my setting tweaks: since settings are for the whole maps, to make the river look normal, I had to reduce waviness, hence why the waves look better. Furthermore, indeed the "old" screenshot shows the black posts bug but I believe I fixed that.
  7. The theory behind elevation map is sound, and there are no "problems" in itself with it. However, any map plane must have its own refractions/reflections rendered, which is expensive (refractions might be done in one pass, reflection cannot). Furthermore, the code isn't currently done for it. However, I believe it could be added at some laaaaate point in development.
  8. My internet is giving me a little trouble, could you reupload the image in JPG or something?
  9. Done for me too. The game has really become playable this year, and it's been amazing.
  10. Hadn't heard the second one in a while...
  11. I wish for Rise of Nations 2. Still the most awesome RTS I played. The only one easily moddable, too.
  12. WhiteTreePaladin: That's not supposed to be normal, however I've changed the settings to force the use of the fixed fucntionon some graphic cards, which might just include the HD 2500. I guess it could be changed.
  13. Yeah, I encountered the "shadow object" possibility, where something could make a GC-ed object actually reappear as the memory was still there. But I doubt your problem is linked to that.
  14. If I understand it correctly, str is a global c++ variable where you store some text in function 1 using ConvertArguments. I believe this copies the value to a new memory address, ie str and "textfromscript" are not pointing to the same memory address. Which means that even after a GC that should destroy textfromscript, str still points to the correct text, and thus function 2 can access it. It doesn't seem related to the GC. The question is whether ConvertArguments actually copies the variables, but I'm assuming yes. (edit: str is actually defined twice in your code, both as a global variable and a local one in "main", which might mess things up...)
  15. Okay, latest version for the time being. More streamlining, I redid the defense manager so hopefully now it works about properly. Early naval support: the bot will try to attack you over sea (won't do anything else with its dock though). May bug, but it should mostly work. A few other things have been fixed or improved upon. The procedure has slightly changed, so take care. historic_bruno: I've fixed a crash that sounds very similar to yours, could you try again?
  16. There should be no additional lag for water getting deeper or not… I'm not too sure about these kind of things, but you may want to ask Myconid, such a bad lag sounds really not normal.
  17. I noticed the decal vanished pretty suddenly... it'd be worth it to spend some time making them vanish in a more interpolated way before deleting them.
  18. I can't seem to be able to reproduce any of those, though I recall the first one happening to me at some point… I'll post a new version today, I think, could you try then if they still appear?
  19. That's my recent changes. I'll change it, I had done that to avoid problems (I encountered a bug when doing differently, but it ended up being unrelated to this code). Edit: okay, changed the logic, the warning should not appear anymore. And no, there are 3 cases: both reflection and refraction, reflection only, refraction only. The "both" case I had made a mistake on and so it appeared similar to one of the others.
  20. A plank in front, with a visible opening would probably do the trick. Small concern: your ship would never float that way, your renderings have the water line way too low, and it might have some effect on the mesh itself, you should try with a higher water line how it looks.
  21. Just posted a new version. Fixes a few fairly critical economic/attack bugs, and also allows retrocompatibility: qBot will now work (you'll get a small warning but I'll fix that).
  22. Your fix seems clean and it looks like it's working for me (I build strictly non-bundled, though), so I'd say this one has been sorted out.
  23. Perhaps one of the 'spikes' in the middle of the dock could be bigger than the others.
  24. From what I understand, this would also be used in the simulation code to calculate things when shooting. It seems to me like this makes more sense as a new (optional) component for each entity.
  25. Yup. I just updated the AI.7z archive with a new version that should fix most of the defense bugs, and perhaps some weird stuffs in attack. Should also allow the AI to reach city phase, there was an issue with a recent change.
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