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k776

WFG Retired
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Everything posted by k776

  1. It seems quite a few people are getting this issue :-( See http://www.wildfiregames.com/forum/index.php?showtopic=14542&view=findpost&p=219236 Assuming it was cleaned and compiled and still got this error, then it will be another release blocker :-(
  2. Release files will be done on Monday, and then aiming for a release by next Friday. It's a bit later than I'd hoped, but it's better to have something stable.
  3. k776

    Nvtt Build Fails

    Try this (or something along these lines): apt-get install libpng-dev If other errors like this pop up, you may need to go through the install guide again, make sure you have all the games dependencies installed.
  4. We're wanting to finish the game design and features before translating, else it would be an ongoing process of outdated translations each day new GUI elements are added.
  5. Two files were missing. The issue is known, and will be fixed shortly. By the time you read this, they'll have been committed. Edit: Done!
  6. Can someone with time (I've run out of time for today) please take the workable, valid suggestions/bugs and file tickets on Trac into the backlog please? Thanks.
  7. I've filed a bug ticket at http://trac.wildfiregames.com/ticket/815 It's a release blocker. We don't want to break teaming, especially since random maps allow custom team setup which is great for multiplayer.
  8. Agree with Michael. Please hold off on big changes for a week (release is May 6th), work on stabilizing the AI. It should be fully playable with any civ and run without any errors. Please see this ticket for more details: http://trac.wildfiregames.com/ticket/774 MAybe aim to have it finished up (to a stable version) within this weekend. We need enough time to test before the release. If you have some big changes made, just copy the AI dir to the desktop or whatever, and just apply fixes to the current AI in SVN.
  9. Hey, thanks for the post. There is another site, http://0ad.me/, which was setup specifically for mods and such for 0AD. It'd be good to keep all content on one place, we don't want the community fragmented too much. Something to keep in mind.
  10. @fabio Please make a ticket about that on Trac (http://trac.wildfiregames.com/) and assign it to Philip for the Alpha 6 milestone to get some discussion going. Groups of tree, like Michael experienced, are killing the frame rate when I hover over them. They could do with some serious speed ups. The problem with the two things you mentioned is that ARB_draw_instanced is only supported by 51% (http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_draw_instanced'>http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_draw_instanced) and ARB_instanced_array only supported by 43% (http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_instanced_arrays'>http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_instanced_arrays) so those particular ones might not be the best. We should aim to keep support for atleast 90% of our users. See http://feedback.wildfiregames.com/report/opengl/ for what we can use.
  11. Personally, I'd like to see different shaped metal mines, so if the smaller ones don't have sparkles, then lets add some so they can be used. Shouldn't all these things be using inheritance anyway? i.e. LargeMetal < Metal SmallMetal < Metal ? I'm not sure how the XML system works for inheritance like that.
  12. Have added a ticket for this release to quickly remove the unit cap. http://trac.wildfiregames.com/ticket/789
  13. Awesome video. Looking at the dust cloud when building stuff, I'd say the dust is quite dark. It'd be nicer if it were lighter, and didn't go so high. I hadn't noticed the flying fire rocks yet either. Very cool! When do they get extinguished though? The flame and smoke stop after a while, or persist until the end of the game? And the game is using JuBot is it? I think it'd be good to include it in the next release if it's finished.
  14. I got my invite yesterday too, just managed to give it a go. It's not bad. I've only played for about 20 minutes, but so far, it's enjoyable. I noticed some nice similarities between it and 0 A.D., namely the building construction fog when units are building something, and the player colored unit silhouettes when units are being objects. Some points to take away from it: * Construction planks, and buildings rising from the ground give a nice 'being contructed' feel and progress to building construction. * GUI elements don't need to be set within a larger, solid bg element. Small buttons placed around edges aren't too unbearable. * The GUI is a lot smaller than 0 A.D.s, which I think we could learn from, maybe same design, just smaller by about 30% ? * 0 A.D. is lacking a decent settings editor, along with things like 'bloom, 'anti-aliasing', 'shader quality' and 'shadow quality'. I know we want the best, but it'd be nice to decrease them to increase speed. * When a unit drops resources at a dropsite, an amount they deposited is displayed above their head, "+10". This could be quite handy. * Animals can be captured and brought back to the town center. Perhaps we could have unclaimed sheep/goats in the game, and first to come near them gets ownership? * Smoke is displayed when an enemy building is being destroyed. Could we use particles for this, in the same way we use it for construction? * AOEO units stop attacking attackless objects (like houses) in favour of units. This would be helpful in 0 A.D. The game has a nice, slow progressive feel to it, and it's persistence (operation after logging off) is nice. So can't compare gameplay between it and 0 A.D, but feature wise, some things we could use learn from :-)
  15. I think the idea was that they rotate a lot better than square ones, and as you can see from the mockup, they provide more space for GUI elements, like buttons.
  16. Looks good. Now just need one of them to have an icon for idle workers. I'm thinking bottom right one?
  17. Awesome progress with this. Hopefully at some point we can get a GUIless command line arg to setup maps, which you can then run AI v.s. AI super quickly, and see how many times your AI beats it. That'd be very helpful when making changes to your own AI. You can compare changes against the previous implementation of it. @Phillip: Think that'd be possible?
  18. Ideally we could support rain and wind as well, since it'd be nice to be able to make a bog lands, or rainforest map at some point.
  19. To bee or not to bee? Flies/bees would make quick and easy particles wouldn't they? Something bigger, like birds, might be better as entities.
  20. Sounds good. @Mythos: You want to try some mockups for the end look. Philip will need to do some programming around triangular click boundries, so the sooner we have a good idea of the finished product, the sooner he can start on those, hopefully for the Alpha 5 release.
  21. With the addition of the new idle workers button, we're starting to need to think about design, since the buttons position and style is not ideal. With the circular maps, we have some great triangular sections around the map to place some buttons, like a nice triangle 'idle workers' button (anyone want to have a crack at some mockups?) However, when a map is a square, we cannot use these spaces. Rather than have two different GUI's, I propose either: * Removing support for square maps, forcing circular all the time (which makes sense when it comes to camera rotation) OR * Rotating the square maps 45 degrees to become a diamond, and scale it to fit within the circumference size of circular maps. Either of these would allow us to be confident of the space around it not covering up part of the minimap, allowing us to utilize the space for four buttons, like idle villagers, diplomacy, stats, and flare. What does everyone think? Maintain support for diamond maps or go with circular ones?
  22. I try to read as many as possible here, but when I'm short on time, I go for threads that have participation by Philip.
  23. @Philip, that is a massive increase! This is where an options page with a slider to increase or decrease graphics level from high to low would be perfect.
  24. The development manager kindly requests some maps be edited (or a new one made) and committed to include these new things (small bit of smoke above chimneys, fireplace near every town center, the new rope bridge). Not much good for players like myself if they only exists in Atlas at this point (Atlas doesn't work on my Mac :-( ).
  25. * Campfires * Waterfalls * Dust cloud when you place a building * Dust kicked up by feet on dirt
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