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k776

WFG Retired
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Posts posted by k776

  1. When I compiled the 'merged' branch fresh (no local modifications, applied merged branch on top of 0 A.D. git master, no default.cfg changes), the game segfaults when map loading reaches 100%, but before it switches to the ingame UI. It seems to work occasionally. So far, I've crashed it 5 times and it's worked 1 time.

    Hope these help:

    http://pastie.org/4222576 <- Apples default crash log output

    http://pastie.org/4222607 <- Result of gdb's "thread apply all bt full"

  2. Would be cool, but it'll never work. Big changes in SVN need to be compiled usually, and compiling isn't done automatically. It has to be triggered. So if someone hits update before the game is recompiled, then things will break majorly.

    It's also a massive job. Embedding SVN, making it work.... this'll never be done. Sorry.

  3. The issue isn't organising what goes into a release (we have a roadmap of what each release should get done). The issue is the speed of developing features, getting them reviewed, and then included into the game. Things constantly get pushed back.

    Choose only one platform (maybe PC) and focus on that.
    One of the selling points (metaphorically of course - the game is free), is that the game runs on Windows, Mac, and Linux. We're not about to start supporting only one system.
    Choose a manageable number of civilizations/features (let's say 3, but I'm not the expert to say this).
    Art/Civs are developed separate from the rest of the games features (different team of people), so these don't slow down the programming team.

    We appreciate your feedback, but you must understand, we aren't a paid company. We don't have a team of people working on it each week. We're all free time devs, so trying to push a commercial style roadmap/planning system on us won't work. It might even backfire and get less work done.

    That said, if you'd like to help contribute to the games code, please feel free. We could use some skilled people.

  4. @Brian: Much of what Ben said. We can't pick only armor and attack when speed, accuracy, etc stats are just as important.

    I'm quite happy with the latest mockup. It may not include the stats, but it's certainly an improvement on the Alpha 10 panel.

    When/if you implement this Brian, stick all the attack/armor/speed/accuracy etc info into a tooltip when hovering over the shield/sword icon. Nothing when hovering over the portait please.

    And what we could do in the future is replace the hover tooltip with a hotkey which toggles another unit panel, like pressing tab switches the units stats (armor, attack, speed, accuracy, prefered units, restricted units etc), and pressing Tab again (or closing the units panel) switches it back to the default view.

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