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Everything posted by wraitii
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New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
And I have it. -
New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
I just had a sigfault with the error: ERROR: error loading sound: pathname=audio/resource/farming/hoe_16.ogg, error=No error reported here -
It's not necessarily a problem to have a different AI for the easy mode even in the final game, but it will be more of a burden to support if problems arise. I agree though that'll be both easier and better to have a single configurable AI (perhaps allowing to choose between different AIs still though) with difficulty levels and perhaps other settings (I had an unpredictability setting in mind).
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Actually, just extend the rock below the ground (in a rock-like manner). "Foundations" merely means "part of the model that can be revealed when on a hill", not actual blocky squares.
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Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Okay, I was wondering because it appeared you changed every xml file (didn't check the material properties though). Cliffs are one who will benefit from that the most, I think. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Aaaand it's redownloading every texture. Oh well. Worth it. Did you change every texture xml to adopt trilinear mapping? -
New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
Hm. You shouldn't see .h and .cpp files... At what part were you referring to? -
New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
For macusers who can't compile, you may try this (it probably won't work unless you followed the first few steps of this(install the dependencies), though. Download the SVN repository, and replace the "binaries/system" folder by this. Then, download stwf's patch above, put it in the main 0 A.D. folder (where the binaries, build, source folders are). Open it, go to line 177 ( should be "Index: build/premake/premake4/build/gmake.unix/Premake4.make"), and erase the rest of the file, including this line (so you have a 176 line long diff). Then, launch the terminal, type "cd " (without the quotation marks) and drag your main 0 A.D. folder to the terminal window (the one in which you find the Binaries, build, source and libraries folder). The terminal should now read something like "cd somPath/yourTrunkFolder/". Press enter. Now run "patch -p0 -i RealPatch2.diff". It should show a bunch of lines, and then try running the pyrogenesis executable in binaries/system. -
New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
I just found out about the "distanceless" parameter. It feels like the female sounds have not been updated for that, perhaps. -
New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
Okay, compiled and launched successfully, the music doesn't display the loud intro behavior anymore. I noticed however I couldn't hear the acknowledgment taunts from units I ordered when they were a bit offscreen (not outright offscreen, but after a small margin), is this wanted behavior? The main menu music seems to end a bit abruptly when switching from the "starting a game" screen to the actual game (it doesn't do it when resigning, on the other hand). -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Technically, you could want to use GLSL but not the effects that require tangents. The problem is that this isn't really handled by the patch in its current state, so it results in crashes (the patch expects tangents if GLSL is activated). -
New Sound Manager svn patch
wraitii replied to stwf's topic in Game Development & Technical Discussion
I think the premake sort of corrupt itselfs on Mac, I had the same weird issues. I'll test the patch in about an hour Thanks for the great work ! -
perhaps the scaffolding could rise too. That way it's always on top.
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I think most people get the latin pronunciation wrong already . I like the latin phrases but wouldn't mind at all if others were used. Could also improve the screen on the right (with some updated information and some useful tips(not "recruit villagers to collect resources"))
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Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
While this may be fine for this alpha, the game really shouldn't crash when graphical options are wrong. It needs to be able to automatically switch to a usable configuration, I think. -
I've let the AIs duel a bit on this map... Doesn't seem to be that hard, there's room. I really like the look of the map however, it's very cool. What did you use for the coast? Some variation of what I did on Corsica or something else entirely? The islands are a really cool touch. The only thing I'd change is make the terrain a bit less flat, adding a few small hills(I mean, large but not high) to make the terrain look less flat. Perhaps you could try adding a few more different textures to the ground/have more areas with different textures too. Overall, big props, it's really nice!
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It may work, but you'd have to have access to the research names, I think. And you'd have little way to know which techs you have researched.
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Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Tried all of those (but the grass. I couldn't find the proper material, perhaps you forgot to include it?). Works OK on GLSL (the trilinear mapping in particular looks magnificent). on ARB, the custom alphamap is still there but everything works. I did not notice a problem with decals. Atlas and in-game work. I'll try a game later on (busy with AI/unitAI stuff right now), but as far as I can tell there are no obvious bugs. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
The estimated feature freeze for Alpha 11 is in 3 days. Unless you won't be here tomorrow/the day after tomorrow, I'd recommend you wait a bit before committing, the ARB aspect of your patch should be tested a bit more thoroughly (hopefully graphical stuffs are usually noticeable when they go wrong). Do you have a "complete" list of features to check? (like windy trees, specular…) -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Okay, compiled successfully merged-patch4 (what's the difference with the number 1?). had to do the changes for OS X 10.8 but that's not linked. A small error in the terrain_common.vs , lines 64-66 should be #if DECAL v_tex.xy = a_uv0.xy; #else I'd make it explicit in the config file that gentangents = true is needed when using preferglsl=true. Smoothlos works independently of preferglsl. No noticeable errors, everything seems to work in-game, and I ran the clang analyzer and it showed nothing that seems linked to the patch/useful. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
I can run Xcode analyze (clang analyzer) and the few instruments (checking for leaks, mainly) if you want, it may help find a few stuffs. I'm in favor of getting it in. The game is still Alpha, and testing cannot really hurt at this point. -
Known Problems (Please read before posting)
wraitii replied to quantumstate's topic in Help & Feedback
Technically, there's a new bot (qBot - experimental) that's a merge of both. I'll commit some more changes before Alpha 11, it should prove slightly more of a challenge. -
Point 2 is actually already in there. Check qBot, it has code for "events". Point 3, afaik, isn't possible yet.
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Spawning chickens in Civic Centre causes gather workers problems in AI bots
wraitii replied to rjs23's topic in Bug reports
That's from actually being spawned inside the building's restriction area. Thanks for reporting the error, we'll fix it.