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Everything posted by fcxSanya
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I was intended to wrote something like this, but Philip was faster Few additional notes: * http://creativecommons.org/weblog/entry/8051 - post on creative commons web site about cc licenses and free cultural works; * "as our project already is a derivative work" if you mean that since you make a mod it is derivative work it is not make so sense I think: if you create your models/textures from scratch you can use any license which you want; otherwise if you derive from some materials from 0 A.D., as Philip wrote, you should license it under cc-by-sa. In any case I like your mod and I look forward to see the progress in it, good luck!
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I don't know anything about AI in games, so I don't know how this usually implemented, but it seems for me more naturally to execute AI logic on one machine (server) and share its commands among other computers like human-player commands. In case if AI player logic will be performed on each computer this means that AI should be fully deterministic and can't have any random elements and also AI players should be synchronized with each other, right? All others in your post looks for me understandable and reasonable Edit: I will be glad to help with AI programming, but firstly we should plan what and how to implement and split this huge task to small relatively independent tasks/tickets. And I don't think that someone can do this without Philip Also I want to finish units promotion and fixing multiline centered text first, and for this I also need Philip's reviews
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Just paste your code into http://pastebin.com/ or other pastebin service and post link to it here and then someone can find problems in it. Personally I have not much java knowledge, but if there is some simple error, maybe I can help. Also it will be more effective to ask your question on some java-specific forum/mailing list/IRC-channel. For example this: http://forums.oracle.com/forums/category.jspa?categoryID=285 looks like official java forum.
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I think our trac wiki is best place for this document. Also there should be link from this section to this information. Thanks Pureon, good work
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It is pretty simple to model Cerberus: just get one of those celt_cavalry_spearman_e and add him two more heads
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Thanks for the link, but I doubt that we have here some group of people, which want to start development of new proprietary project
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Pretty sprites, by the way
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I committed "treasures collected" counter and created ticket on trac about other counters. Here is all for now, I'm moving to other tasks.
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TEMPORARY (BFME style GUI test)
fcxSanya replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
Are you draw your sketch from scratch, right? This approach seems wrong for me. You should start from that, what we have currently: There is not so many free space on bottom panel (and it will be even less in the future probably), so I think we need to keep area size the same. To reduce panel height by half, you need extend it twice by width (area = width * height, right?), but by moving the minimap away from this panel you will achieve only roughly 1/5 of additional width. But minimap in this case will not fit into other layout and gui will be probably looks even more overloaded. Also the minimap under "menu" button seems uncomfortable for me. -
TEMPORARY (BFME style GUI test)
fcxSanya replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
This is my subjective opinion: I'm run game always with 1024x768 and I prefer current style GUI, because as I said before I prefer to see more info on the screen simultaneously and by some subjective aesthetic preferences. But I'm not too advanced RTS player and I'm not too much time play 0ad (just testing different things regularly) so my opinion is not so worth -
"HP does not allow you to send a Bordeaux" is nonsense too Thanks to Erik for enabling PM's for Vlad, we already exchanged PM's with him (this is note for others
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Hi Vlad. Welcome to the forums. GettingStartedProgrammers page probably is best place to start programming. I don't know much about the game performance and system requirements, but your hardware seems as enough good for me. Maybe there is some driver problems. Are you tried to disable shadows/water reflections in the in-game settings dialog? I think someone else can tell you more about this.
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I added "map exploration" in the 8679. Probably I will add also "treasures collected" counter soon, because it is already implemented in the simulation part, just need to be added into layout and tested. And then I think I will create a trac ticket for other counters and move to more priority tasks.
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Done in the 8670. I committed this version in the 8671, so current layout of the summary screen is following:
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Yeah, it is useful feature. I can display some icon if Michael (or someone else) will draw it. Or someone can propose another way to mark out victors.
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Oh, a lot of new counters! What I thinking about new statistics: need other things to be implemented first * Settlements Captured, Buildings Captured, Females Captured - need capturing * Tribute Sent/Tribute Received - needs diplomacy/tribute * Trade Profit - needs trading * Technologies Researched - needs technologies * Loot - needs looter (I'm working on it, so probably I will be able to implement this counter) some questions * Total Resources = Food Collected + Wood Collected + Stone Collected + Metal Collected + Trade Profit ? How "Total Resources" is related to "Tribute Sent"/"Tribute Received", should we take them into account? * Deforestation - what is it? it is percent of all forests, which is felled by specific player? * Kill/Death Ratio = Enemy units killed / Units lost ? * Temples - derived from template_structure_civic_temple.xml * Special Buildings - derived from template_structure_special.xml * Warships Destroyed/Warships Lost - warships - derived from template_unit_mechanical_ship_bireme.xml/template_unit_mechanical_ship_quinquereme.xml/template_unit_mechanical_ship_trireme.xml * Number of Super Units - derived from template_unit_super.xml * Heroes Killed - here is probably no questions implementation thoughts * Favorite Military Unit - can be implemented as dictionary { unit : count }, when some unit is trained we will search it in the dictionary and increase counter if it is there, or create new record with count = 1 if there is no such unit. * Most Bloodthirsty Hero - dictionary { heroName: enemiesKilled } * Avg Lifespan - add to Health component "birthday" (time when unit was trained), then when unit is killed accumulate lifespans in statistics. Common question about specific unit/building types, should we count them as generic types (e.g. should we count warships as units and civ centres as buildings) ? About layout Lets start for that, what we already have and see what and how we can add. Currently in the SVN we have following: In my work-in-progress version I added civ icons and widen player name field, so now all counter from first tab don't fit into 1024 pixels and I moved "Civ centres built" and "Enemy civ centres destroyed" to the new "Conquest" tab. I'm working now on implementing "Map exploration" and "Treasures collected" statistics. I think first should go on the Conquest tab and second on the Resources tab. So after these changes summary screen should contain following: On the Units/buildings tab currently there is place for one more column so it looks like we can fit up to 7 counters on each tab. I mean regular counters with header like enumerated above and numeric value, if we need values like this (it seems like forum insert space char in the middle of the link and brake it) obliviously we need more space for each of counters I think from counters, which you enumerate, the "Most Bloodthirsty Hero" and "Favorite Military Unit" can claim more space. It is my first try to place new counters
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Yeah, good idea. I added this to my workplan )
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Agreed. Currently treasures appears like general resources, we need to change a number of things with treasure gathering: collect resources immediately, don't count them in statistics, don't switch to treasures, when searching for next resource for gathering, and vice versa - don't switch to resources when treasure is gathered. We discussed this in the IRC and I hope to implement this in the near time.
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Nice ships, Pureon =)
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New member, some code possibly
fcxSanya replied to maximinus-thrax's topic in Introductions & Off-Topic Discussion
Hi Chris. Welcome to forums. If you mean the bug discussed here, it should be fixed by this drivers. -
I will try to add it. Initially I added statistics, which is easily accessible in the simulation code; I think I need to dig into some engine components (and consulting with Philip) to get access to FoW/SoD variables.
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Summary screen done and committed. If you use svn version you can see it in the game right now
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Hooray! Good news, Random-Dude, thanks for testing
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Trac is better to have all tasks in one place. But I agree with Michael: I think trac is not too comfortable for artists. Also some time ago there was there was some not actual old art tasks on trac (see for example http://trac.wildfiregames.com/ticket/401#comment:3, http://trac.wildfiregames.com/ticket/286#comment:8, http://trac.wildfiregames.com/ticket/289#comment:3). One more note, we (programmers) sometime created both ticket (to keep track on changes and submit patches) and forum topic to discuss design, UI layout, or even implementation details.
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Atlas Scenario Editor
fcxSanya replied to historic_bruno's topic in Game Development & Technical Discussion
Ticket for copy&paste is already exists: http://trac.wildfiregames.com/ticket/96 (already 4 years ) Also there is some other opened tickets for Atlas: http://trac.wildfiregames.com/query?status...&order=priority. Maybe it makes sense to plan most important of these tickets to some of next alpha versions.