Pureon
WFG Retired-
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Everything posted by Pureon
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Performance test on saved game
Pureon replied to fabio's topic in Game Development & Technical Discussion
It was an assumption. Clearly I was wrong -
Performance test on saved game
Pureon replied to fabio's topic in Game Development & Technical Discussion
Mine says 60-65 but isn't very smooth and feels more like 5-10 fps It's all those traders you have moving from market to market -
It's a simplified version of the Achievements Timeline from Age of Kings So the graph suggests qBot reached a population of 300 in under 25 minutes?
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Looks like clicking on the magnifying glass takes you through to the advanced search options
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You haven't mentioned your friend's firewall or router, can you confirm those are also allowing 0 A.D. to make a connection? You appear to have done everything correctly at your end.
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In a number of cases the wall segments are higher than the fortress corners, so this could look very messy unless fortresses were remodeled.
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New Sound Manager svn patch
Pureon replied to stwf's topic in Game Development & Technical Discussion
Do you need us to decide on how the camera position affects sound before you can progress further? Excellent work -
What browser are you using? I can't replicate either of these.
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I think that's because when we initially created phases they did have to be different buildings, so it's possible that's why you still think different buildings are needed. Correct me if I'm wrong.
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Nice teamwork guys
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I've also noticed games against the latest qBot run smoother and are much more of a challenge, especially compared to qBot from Alpha 9. A few days ago I was surprised when I found a large enemy army in the middle of my base while I was busy building an expansion on the other side of the map
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Post-processing effects test (SSAO/HDR/Bloom)
Pureon replied to myconid's topic in Game Development & Technical Discussion
This is awesome -
I thought the exact same thing I remember in AOK you could use triggers to simulate floods (can't remember what it was, perhaps something to do with bridge objects producing water?)
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I think the map you play on also has a big impact on how strong the AI becomes, and this is also true for the other bots. Are you using Alpha 9? Expect the bots to act differently in Alpha 10.
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Because that's the way it's meant to be. It's a bonus.
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Ancient Greek translations for voice recordings
Pureon replied to Pureon's topic in Game Development & Technical Discussion
I've added a new page on the wiki to store the full list of voice recordings. http://trac.wildfiregames.com/wiki/Audio_Voice_List Anyone know Ancient (Koine) Greek? The list needs updating with translations and pronunciations -
Length of short/medium/long walls
Pureon replied to FeXoR's topic in Game Development & Technical Discussion
Palisades were originally just a side project I was working on for my own personal enjoyment and were not intended for their current usage, hence the weird naming. -
Length of short/medium/long walls
Pureon replied to FeXoR's topic in Game Development & Technical Discussion
All walls will remain as they are now for Alpha 10. The only items that might change are obstruction widths and/or the 2 remaining gates that need remodeling to follow the correct long segment size. The Carthaginian walls will always be longer, it's a unique feature for the civ. -
Length of short/medium/long walls
Pureon replied to FeXoR's topic in Game Development & Technical Discussion
The 'standard' X wall length that almost all walls use is 6 Blender units. When using Imperial measurements with a Blender unit scale of 0.0254 this makes the X length 6 inches (and therefore 6X is 1 Yard or 36 inches). Using Metric measurements with a scale of 1.0 the X length is 6 metres. The box above is the standard X length and the Dimensions are shown as Blender units If this is true, it makes me happy Carthaginian Walls are 0.2 longer than the standard X length and therefore 1X is 7.2 units I can't remember what I used for Palisades -
Length of short/medium/long walls
Pureon replied to FeXoR's topic in Game Development & Technical Discussion
X lengths are decided within our 3D programs (Imperial measurements) and not rmgen tiles within 0.A.D. It's mostly visual. Most civ stone walls now have the same standard X length, apart from Carthaginian walls and Palisade walls that have their own lengths for gameplay reasons. Roman Siege walls are not normal stone walls but do follow the standard X value. I haven't finished those yet - I've instead been working on features that will make it into Alpha 10 like techs. Functioning gates might be released with Alpha 11 or 12 -
Length of short/medium/long walls
Pureon replied to FeXoR's topic in Game Development & Technical Discussion
The wall towers are at least X in diameter and provide us with the X value that then decides what length the wall segments are. 2 wall towers placed beside each other are therefore 2X - If a small gap appears between the wall towers a small wall (2X in length) can fit between the 2 wall towers without protruding but still allow for a longer wall to be created up to 4X in length with the wall towers at either end. The medium wall is 4X in length and the long wall and gate are 6X in length. If you want to try your system, there are over 40 models that you will need to remodel to match your dimensions