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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. Hello. Hm, you have not zip package installed?
  2. Oh, there is a lot of text and I have bad skills in ru->en translation, but here is rough translation:
  3. One more brilliant construction from you =)
  4. This is already implemented, you can find these values in the simulation templates. Look for example to template_gaia_flora_tree.xml: 13 <ResourceSupply> 14 <KillBeforeGather>false</KillBeforeGather> 15 <Amount>150</Amount> 16 <Type>wood.tree</Type> 17 </ResourceSupply>
  5. This is already implemented, look at subfolders in the ai folder. You can find some info in this document: AIEngineAPI , and in these topics: Jubot: A Marginally Improved Ai, AI
  6. Are you tried to run 'svn update' after 'svn checkout' ? Sometime checkout breaks in the middle of process so some files may be missing.
  7. You can switch between windowed/fullscreen modes with Alt+Enter, or you can add following line: windowed = false into ~/.config/0ad/config/local.cfg (probably you will need to create this file first). Also you can change there some other options: xres = 1024 yres = 768 fancywater = false shadows = false vsync = false Which can improve performance too.
  8. Hi. It looks like you have problem, which is discussed here: http://www.wildfiregames.com/forum/index.php?showtopic=13914, but unfortunately there is no solution yet. Can you please report what graphics card do you use? Maybe this will help somehow.
  9. Welcome to our forums! There is, on the contrary, only windows builds in our svn. So you can download source (see http://trac.wildfiregames.com/wiki/BuildInstructions#Acquiringthecode) and use the prebuilt binary. Feel free to post and discuss them
  10. In such cases: if (foeposition){ var dist = VectorDistance(foeposition, currentPosition); return (ent.isEnemy() && ent.owner()!= 0 && dist < 50); } it is probably better to add the line: return false; at the end. Edit: or store return value in some variable: var isTarget = false; if (foeposition){ var dist = VectorDistance(foeposition, currentPosition); isTarget = (ent.isEnemy() && ent.owner()!= 0 && dist < 50); } return isTarget;
  11. We discussed this some time ago on IRC channel, but as I far as I remember we concluded that this is low priority for that moment. This should be not much difficult to implement. For the start someone should create a ticket
  12. Just run svn up in the same folder and it will continue from point where it was broken.
  13. Yeah, this is what I described here some time ago: http://www.wildfiregames.com/forum/index.php?showtopic=13404&st=0&p=210126entry210126. Maybe we will change this logic eventually.
  14. This was stated at least here: http://trac.wildfiregames.com/wiki/XML.Entity.Traits.Promotion?version=1 in the sections "Notes:ExperientialUpgradeSystem" and "GainingExperience", and maybe in some other places too. I'm not going to implement this feature in current version of my patch for units promotion and accordingly to Michael's and Erik's opinions I removed these parts from documentation (also I removed sentence about b->a->e automatic next entity selection accordingly to Philip's notes to patch).
  15. As I understood you used Windows Movie Maker. And wikipedia say, that there is some new Windows Live Movie Maker available for download. Here is some few info: http://www.cyberciti.biz/faq/top5-linux-video-editing-system-software/ , but it looks like only avidemux working under windows. Both don't working under windows There is also "Comparison of video editing software" Venn probably can say more about FOSS video editors, but if I understand correctly he uses OpenShot (http://linuxgamecast.com/about/), which Jeru already mentioned.
  16. I work on it now, btw, slow but sure (on promotion patch, I mean, not on particles)
  17. This is something like unfinished design problem. When some entity is destroyed we check following classes: Unit, Structure, CivCentre and increase corresponding counters. Goats and sheep are units, so when you kill your sheep you kill one unit and lost one unit We probably can add check to count only killed enemy entities/lost by enemy attack entities.
  18. I have the same problem on Windows 7 x64, I tried Alpha II and Alpha III. It is working when I start game with "quickstart" parameter (Michael, try to run"Quickstart.bat" in binaries folder). Maybe this is related to some sound driver issues? Network game with 127.0.0.1 looks working without issues for me, so our problem probably not related to tinoesroho's one.
  19. Admirable battering rams =) I like both models.
  20. These errors appeared since 8836 because 'Category' element was changed to necessary from optional and it was missed in some templates. I added it in 8854 so now there should be no these errors.
  21. It looks like you used this file: http://www.finix.com.ar/usointerno/avat.gif for avatar, which is no longer exists on that server.
  22. In the "combat"/"skirmish" mode (I don't know how it should be called, I mean mode where you can customize your opponents) and in multiplayer with bots it can be useful to be able to set difficulty for each bot separately, like some other RTS games allow to do. In this case we can pass difficulty parameter to the bot's constructor. In the campaign mode we can set common difficulty level for each mission and apply it to each bot. Changing difficulty in the middle of a game not looks for me as much useful feature, because RTS game sessions not so long (probably few tens of minutes average) and if you are losing you can just start new session with different settings and/or use different strategy.
  23. Yeah, also with this license you will get additional gratitude from open-source community
  24. No, license just describe what people can do with particular content. You can release next package (or even the same package) under different license, but as soon as you released something with some license you can't prohibit people from using this package under this license. For example: * you release package v0.1 under cc-by-sa; * then you release the same package v0.1 under some EULA; but you can't prevent people from using package under cc-by-sa; * then you release package v0.2 under EULA; people can use new content from package v0.2 only under EULA, but they still can use package v0.1 content under both cc-by-sa and EULA. I hope I don't confuse things, correct me if I wrong
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