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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. This is an indicator of project's activity and part of its history, "A newcomer is not interested when a certain feature was implemented" - this is probably usually true, but many people may be interested to see an overview, how much the project evolved in e.g. last few months/year.
  2. Oh, it doesn't look like a good idea to upload totally different file under the same name. I think this functionality exists to reupload an image with some adjustments (crop, slightly change colours etc.). If you want to update screenshots in an article - upload new ones (under new names) onto Commons and change links in the article. Edit: I'm watching this one, there is more info can be added (e.g. I have vague plans to add more about bots, map types and RMS, Atlas and moddability) which I did not manage to do yet, but I keep track to have it accurate and up-to-date.
  3. There were some specific issues or maybe some problematic area: user interface, admin interface, UI customisation, installation etc. or you was generally unhappy with user experience?
  4. On Wikipedia there is the license info in the footer: And notification on the edit form: We can do both things with Trac by modifying the site.html and wiki_edit_form.html templates respectively. Better to implement those changes and merge them together with the top secret staff forum thing you mentioned before sending to Philip, to not bother him twice. Required changes are small and easily testable on a local Trac installation (which is very simple to install too), I can do them myself, but currently I even more busy than usually (moving to another project on work), so I don't know how fast it would be. Surely I don't mind if someone else will look at this, but please state it explicitly in this case, to not repeat the same work twice.
  5. I actually don't know how good it is, but I just see it often here and there, it looks wide-spread amongst free software communities: see e.g. Debian Users Forums, Blender Forums, Battle for Wesnoth Forums, Unknown Horizons Board, FreeGameDev Forums. Edit: Oh, and our fellows from Scion Development use phpBB too.
  6. You are about the forum software, right? It is Invision Power Board. You can see this on the bottom right corner of the page, btw (this probably will work on other forums too). It is proprietary software and costs some money. From time to time someone raises the question about switching to some open-source alternative, see e.g. #1204, but this can be hard and can cause some issues, so currently we are not planning to do this. Edit: But if you are going to start from scratch I would recommend to consider free of charge open-source software first, e.g. phpBB. I don't know about the skin much, it was more customised before, when we used earlier versions of IPB (2.x I think), but current version have relative small modifications as far as I understand.
  7. Wouldn't it be better to create some special scenes in Atlas and create screenshots running simulation there to have the models in the middle of the animation cycle/projectiles and such things? I like composition on some old screenshots too, so I agree - it would be good if someone will reproduce them with new models/graphics enhancements.
  8. Awesome screens! Is this one an intentional remake of the old one?)
  9. You can trade between your own markets/docks.
  10. Pack the file into an archive (e.g. zip). Click 'More Reply Options' under the reply area and use the 'Attach Files' dialog there.
  11. Thanks for reporting. This should be fixed in r12835. It looks like this caused by some older revision. I will check later. Edit: I hid the topic in the Help & Feedback subforum.
  12. I think you can get the cost of a killed unit in StatisticsTracker.KilledEntity this way: var cmpCost = Engine.QueryInterface(targetEntity, IID_Cost); var costs = cmpCost.GetResourceCosts(); See binaries/data/mods/public/simulation/components/Cost.js for details. There is already cmpTechnologyManager involved in Cost.prototype.GetResourceCosts, I'm not sure how the technology manager works, but I think it will return the current cost of unit/building of such type, i.e. how much the entity will cost if it will be created at the moment of the function call. If you want to get the original cost, you can write another getter in Cost component to return unchanged costs from the template. Finally I think the cost which was actually paid when unit/building was produced isn't stored anywhere, so you have to store it somewhere at the moment of building construction/unit training if you want to retrieve it later when the entity is killed/destroyed. But for general statistics it should be ok to use original numbers from templates.
  13. Are you about Ben's proposition about the link to Youtube? We already have the link to http://wildfiregames.com/0ad/ in the main menu. We can just add another one near it - this is a few lines of code (almost entirely copy/paste). (I prefer this approach too, btw)
  14. Just rename it to something allowed. Alternatively you can pack both files into an archive and attach (the archive may require renaming too though).
  15. Create protection was removed (discussion) and article was restored from the draft of de-wiki user Deadlyhappen. So de-wiki 0 A.D. article now exists.
  16. Yes, there is a Trac ticket for this: #1581.
  17. Re polycount, that information on wiki is quite outdated (at least 4 years old). If I'm looking into the right place ("# model tris" in Actor Viewer) some our models have few thousands of polygons, some 10-20K, and Hanging Gardens reported to have 136545 triangles (which is expected).
  18. Sorry for the late answer, but better late than never. Those quotes are mostly supposed as a placeholder and given directly from the list on Wikipedia few years ago. So they will be redone eventually. See a related discussion in this topic.
  19. This folder ("gcc") should be generated inside "build/workspaces" (where you should be after "cd build/workspaces") by previous call ("./update-workspaces.sh --disable-atlas"). So if it was not, there is apparently some errors reported by update-workspaces, please paste its output here.
  20. This is a hard question. What I can say for sure - Philip is significantly busy with the real life now. From quick grepping the logs, it looks like the last time when he said something about the pathfinder and his plans was this (2012-08-28-QuakeNet-#0ad-dev.log): About his general availability (2012-08-12-QuakeNet-#0ad-dev.log): Also IRC client on his server connected to our IRC channels 24/7, but Philip is not always connected to it. He indeed spent a lot of time on this, but the problem that to finish/integrate those changes a lot of time more is needed. And we can't be 100% sure that Philip (or someone else) will be able to finish this work at all, and especially we can't confidently expect any results soon (e.g. for the next alpha). And the bad performance is #1 in our known issues list, so if you are able to provide any optimizations it would be very welcome. We have some issues after the last forum upgrade. You can add your one here.
  21. Gameplay logic (like trading) is written in the simulation part of the code. And there is stated literally 'MoveToTarget(targetMarket)', i.e. that code doesn't care what coordinates/dimensions the 'targetMarket' has, the same about the trader, this is just different level of abstraction. On the other hand, 'MoveToTarget' goes somewhere into the engine, where code know nothing about the trading and to what side the trader is moving. There is just one entity (the trader) and another (the market), their coordinates and all those pathfinding things. I don't know how exactly the pathfinder works, but I think (from what I vaguely remember/misremember) that it just calculates path to the centre point of the object (market) until it stumbles upon a tile blocked by the target. So what you propose requires significant changes in both engine and simulation sides.
  22. The text file is a simulation log, which as far as I understand is created for each played game under name 'commands.txt' in sim_log/<pid> subfolder of logs folder (see GameDataPaths wiki page to find it). To setup a game without a human player you can run it like: ./pyrogenesis -quickstart -autostart="Acropolis 01" -autostart-ai=1:qbot-wc -autostart-ai=2:qbot-wc Edit: also you can speed it up from the in-game console (opens on ~ or F9) with: Engine.SetSimRate(<number>) where <number> is 1 for the normal speed and something bigger for a faster speed.
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