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k776

WFG Retired
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Posts posted by k776

  1. 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.

  2. 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.

  3. @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.

  4. 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.

  5. 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.

  6. 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 :-)

  7. 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?

  8. 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 :-( ).

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