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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. I just found out about the "distanceless" parameter. It feels like the female sounds have not been updated for that, perhaps.
  2. 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).
  3. 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).
  4. 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 !
  5. perhaps the scaffolding could rise too. That way it's always on top.
  6. 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"))
  7. 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.
  8. 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!
  9. 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.
  10. 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.
  11. 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…)
  12. 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.
  13. I've been playing Volcanic Lands... It's a bit too bright. Given the active volcano and the ground, I'd expect the sky to be pretty dark (perhaps slightly red too).
  14. 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.
  15. 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.
  16. Point 2 is actually already in there. Check qBot, it has code for "events". Point 3, afaik, isn't possible yet.
  17. That's from actually being spawned inside the building's restriction area. Thanks for reporting the error, we'll fix it.
  18. I think last time the discussion had come up, it was said that it would be very nice to have but, of course, more work. I think 2 viable and fairly easy solutions would be: -Changing some things in the texture to look neater/bigger (even easier now that we can have multiple textures per actor. We could have "dust" textures, or "roots on the tiles" textures that would go away when changing phases) -Adding more props as your city grows (to simulate more activity) / more particles.
  19. I've got the strong attack for musics too. I figured they just had a loud intro, but changing the settings keeps the behavior.
  20. I've never really used those features anywhere, but I agree: it can't hurt to have those. I imagine Age of Empires Online does something similar, too
  21. Bad news. I'm pretty sure, after much thinking, that I'll never have time to recreate the economic manager completely and properly. Thus, I'm abandoning Marilyn's development to focus on merging some of it into qBot. 1 working bot and one sub-par experimental bot are not interesting compared to having one really good bot, I believe. Thanks to those who followed the development, tested the bot and motivated me . And expect qBot to feel a little bit blonder and more feminine over time.
  22. Reading from the log error, this happens because of a call to the common-api and the function "buildableEntities()". This function handles the case where "this._template.Builder" is undefined, but on the support elephant, it's defined, and it expects "this._template.Builder.Entities._string" to be defined too, when it's in fact not. A simple fix would be to replace this function by this: buildableEntities: function() { if (!this._template.Builder || !this._template.Builder.Entities._string) return undefined; var civ = this.civ(); var templates = this._template.Builder.Entities._string.replace(/\{civ\}/g, civ).split(/\s+/); return templates; // TODO: map to Entity? }, Another possibility would be to change the mauryan support elephant template to this, but I'm not sure that'd work: <Builder> <Rate>1.0</Rate> <Entities datatype="tokens"></Entities> </Builder> I'm not sure how qbot would handle the Mauryans anyway, but that would be fixed.
  23. It's actually a pretty neat way to build a dropsite out of your territory in the early game. I dunno if any strategy could be used by this, but it's nice to have that in mind on this particular map.
  24. I've run it through Xcode's instrument - Leaks. It detected a few leaks of "malloc 16 bytes" from CSoundBase::ResetVars() (what I did was start a game on Acropolis 1, move a few units, click a few stuffs, resign, exit). It's worth what it's worth but you may forget to delete some objects in that function. Running with the profiler seemed to show it was not particularly CPU expensive, but my computer is not slow enough for that to matter anyway. Now running the static analyzer, I dunno what's going to come out of that. Edit: nothing, actually. So that's all I can tell you from using the latest technology has brought us.
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