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Pureon

WFG Retired
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Everything posted by Pureon

  1. Sorry you haven't had a reply yet Quacker, none of the team have much experience compiling on a Mac. Can anyone help?
  2. You guys could also use my faction map if you think it'll work in the video. http://i173.photobucket.com/albums/w73/purepics/0AD/0admap4.jpg
  3. Glad you all like the new monorail! Ykkrosh you must have an entire cabinet full of those k776, I'll email you tomorrow. I have a commitment phobia.
  4. Excellent work Ykkrosh What hardware details are listed?
  5. Thanks all More random stuff:
  6. I like it. Perhaps shorter, but a good rough cut. Each line could be a new clip section, a bit like they did with the AOEO trailer: I'm very much in favour or an "epic" trailer.
  7. I agree with Jeru, it needs to inspire people to download 0AD and contribute. It should include call-to-action and informative text elements, assuming the viewer doesn't have speakers on. Possibly 0AD music as the main soundtrack, with in-game sound effects adding life to the gameplay clips?
  8. It is just the bridge edge itself - the model needs to be placed on both sides of a raised land bridge by the map designer. The bridge edges float, so should always stay at the correct height above water unless placed on land.
  9. Is there an example of another AI that uses a similar system to the one you're proposing? Would there be any performance benefits? I spent a bit of time over the weekend tweaking the current AI's javascript to see what I could get it to do, it's really easy to understand at this early stage, especially with Ykkrosh's helpful notes. Edit: BTW plumo your sig is a bit broken. I use this: [url="http://www.pledgie.com/campaigns/14160"][img=http://www.pledgie.com/campaigns/14160.png][/url]
  10. Thought I'd share some screenshots of my bridge experiments*. Once everything is positioned correctly in the atlas editor the outcome is pretty neat: *don't expect it in the next alpha or anything
  11. When I moved to my new small flat 4 months ago I took my old computers to my parents house for storage, so definitely not easily accessible anymore. Sorry. Had you asked 6 months ago...
  12. I wouldn't expect my 5 year old intel chip computer to work with newer games, I haven't used it for 2 years now. If it helps with development I'd support raising the requirements, especially since there's still time before release candidate stage.
  13. I too believe the second way is a huge improvement over AOM /A0E3 unit visibility, it's much more realistic and caters for larger 3D models.
  14. It's possible to do, just involves adding foundations to each building model. Here's an extreme foundation example.
  15. Sounds excellent nonetheless I don't have time to try it now, but will take a look tomorrow evening.
  16. Impressive! Nice to see the AI is making logical deductions about building placement.
  17. Oh really? If you're not another sneaky bot, welcome!
  18. Just a few minutes ago I committed ship selection/movement sounds
  19. Could we use the same logic as the move vs attack move functions? Attack click a unit if your army can seek higher priority targets near to the selected unit, or attack Ctrl-click if you just want to attack a specific unit.
  20. Not sure mountain climbing is one of the proposed abilities, but it's an interesting idea! You'll be surprised what can be achieved with some simple modding
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