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Pureon
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Posts posted by Pureon
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Please add Athos to 3D artists
If we're going to add texture sites could you add burningwell.org
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Brilliant work gudo!
Please remove woxys
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Scenarios like Protect the Aqueduct would be cool for the Romans
Or maybe just a simple easter egg.
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I've always used a darker red when I use the logo. It just looks less... fluorescent.
Agreed. Looks better IMO
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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'
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It says the video is private...
It is for now. Just need to fix a sound glitch I didn't spot until after uploading. Watch this space
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when u say unit path finding u mean the paths the units take, even when its human player vs human player? why does it lag, cause the path coding is too complex?
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.
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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.
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What's this I hear of the The 10 Minute Challenge?
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I'll use an early Koine Greek pronunciation given on Wikipedia. It's similar to Classical; it has just a few modifications, and lacks some changes that occurred later in the Koine Greek period. It should represent more learned pronunciation around the time of Alexander or a little later. I'm posting phrases with their pronunciations on the Voice-Actor Application thread. Should I also post a simpler list here (just English and Greek, maybe with a literal translation of the Greek)?
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.
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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.
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I have put this into qBot now
That's great! Could it eventually also be the way difficulty is set?
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Thanks quantumstate, we appreciate the time you put into fixing our bugs
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Haha that's brilliant Sebastian! Merry Christmas
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Also did the play0AD channel get a revamp? Looking sharp as well. Big thumbs up to the WFG youtube crew
!
Thanks, that's the response I was aiming for
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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.
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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 @:0This 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.
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I would guess that it's just one of the new code changes that haven't been added to the tests. So hopefully isn't something to be worried about.
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.
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On a side note; would any of the devs be so kind as to write a detailed step-by-step guide on how to import/export models from the game to Blender in order to animate them?
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.
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Not bad. Mostly positive feedback which is always good to see.
Also I had to laugh at the camel getting stuck in player 1's base right in the middle of battle.
They do that a
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Just wanted to say I like quantumstate's 3 state proposal
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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.
Playteseted the new Code, too many Forts are being placed.
There is a build limit for Forts, Instead a scout tower needs to be placed,
If only the spot is near a verz important attack route then place the fort.
I will check other scenarios when I have time
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
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So all agreed that the rock and spear thrower siege units need to 'pack' before becoming mobile?
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Brilliant, I'll check it out
Did you contribute to 0 AD? Make sure you get in the credits!
in Applications and Contributions
Posted
Yes he did, Brian should be on it![:D](http://www.wildfiregames.com/forum/uploads//emoticons/default_biggrin.png)
Gudo, please add privateer to the 3D artists list