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Pureon

WFG Retired
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Everything posted by Pureon

  1. Yes he did, Brian should be on it Gudo, please add privateer to the 3D artists list
  2. Please add Athos to 3D artists If we're going to add texture sites could you add burningwell.org
  3. Roman siege: The Ballista was animated and modeled using Blender and its structure based on a functioning full-scale recreation built in 2002 for the BBC's 'Building the Impossible'
  4. It is for now. Just need to fix a sound glitch I didn't spot until after uploading. Watch this space
  5. Yes, units still move from one location to another in human vs human matches. The current pathfinding code may not be too complex, but the way it works has a significant performance impact.
  6. As mentioned in the second post the main reason for lag is still unit pathfinding, but Philip is looking into improving this. There's nothing you can do to significantly improve performance at this point.
  7. What's this I hear of the The 10 Minute Challenge?
  8. Sorry I was away from home the past few days. No need to post the simpler list here, but it would be nice to keep it somewhere for future reference. Perhaps I'll place it on the wiki somewhere.
  9. Thought I'd make some of my development screenshots public since Alpha 8 has now been released: I share screenshots like this with the 0 A.D. team throughout Alpha development. A number of the models above changed before being released with Alpha 8.
  10. That's great! Could it eventually also be the way difficulty is set?
  11. Thanks quantumstate, we appreciate the time you put into fixing our bugs
  12. Thanks, that's the response I was aiming for
  13. We've also been releasing video updates quite regularly on the play0ad Youtube channel - but the last few didn't really get shared with the folks here on the forums. If anything, the media we do release needs to be spread more amongst the various outlets we have - Facebook, Twitter, Youtube, ModDB, website, Bandcamp, forums etc.
  14. Some more warnings and bugs I found just now (using latest svn qbot): WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 93 reference to undefined property this.path[0][0] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 93 reference to undefined property this.path[0][1] WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3 reference to undefined property b[0] WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 4 reference to undefined property b[1] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216 reference to undefined property this.path[0][0] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216 reference to undefined property this.path[0][1] ERROR: JavaScript error: simulation/ai/qbot/attackMoveToLocation.js line 93 TypeError: this.path[0] is undefined ([object Object],[object Object])@simulation/ai/qbot/attackMoveToLocation.js:93 ([object Object],[object Object],[object Array])@simulation/ai/qbot/military.js:586 ()@simulation/ai/qbot/qbot.js:103 ([object Object])@simulation/ai/common-api/base.js:92 @:0 ERROR: JavaScript error: simulation/ai/qbot/attackMoveToLocation.js line 93 TypeError: this.path[0] is undefined ([object Object],[object Object])@simulation/ai/qbot/attackMoveToLocation.js:93 ([object Object],[object Object],[object Array])@simulation/ai/qbot/military.js:586 ()@simulation/ai/qbot/qbot.js:103 ([object Object])@simulation/ai/common-api/base.js:92 @:0 This treasure is very close to the AI's starting base on Peloponnese, but it caused some lag. The AI managed to get stuck sending it's attack force towards my base. This caused a lot of lag. Not sure what can be done to prevent that.
  15. fcxSanya spotted the test error earlier today and posted about it on the staff forums here. Maybe that info will help whoever on the team works on fixing it.
  16. Take a look here for some useful blender info: http://trac.wildfiregames.com/wiki/ArtDesignDocument#Blender Unfortunately Blender doesn't yet import our rigged collada files properly, you'll find nodes are rotated or some are scaled incorrectly. Mythos and I are planning to write a detailed guide that includes a step-by-step blender export section.
  17. Not bad. Mostly positive feedback which is always good to see. They do that a
  18. Very enjoyable It built defenses in front of the civilian buildings, it defended very well, it built a lot of fortresses, it attacked in a number of locations, it used the new Persian units effectively, generally it put up a strong fight. It didn't expand as much as it could, but the oasis map didn't have many resources outside it's starting base, which probably explains that. I didn't mind the large amount of fortresses - however it did look like it was exceeding the build limit. Perhaps it builds too many defenses now and should attack more/earlier, but that could be something to work on for Alpha 9. As Mythos said, debug warnings should be turned off. I did receive a few other warnings though: http://pastebin.com/0fS0dcmE But overall, great
  19. So all agreed that the rock and spear thrower siege units need to 'pack' before becoming mobile?
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