maroder Posted February 21, 2022 Report Share Posted February 21, 2022 I like that there is now a distinct cursor for attack-move 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted February 21, 2022 Report Share Posted February 21, 2022 With the latest svn (At revision: 26462) I get errors when trying to save a game or load one. It appears to be some problem with the GUI of the saving/loading window (page_loadgame.xml). Does anyone else have this problem? 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted February 21, 2022 Report Share Posted February 21, 2022 53 minutes ago, nifa said: With the latest svn (At revision: 26462) I get errors when trying to save a game or load one. It appears to be some problem with the GUI of the saving/loading window (page_loadgame.xml). Does anyone else have this problem? yes, delete old saved games 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted February 21, 2022 Report Share Posted February 21, 2022 45 minutes ago, Silier said: delete old saved games Thanks, works. Quote Link to comment Share on other sites More sharing options...
bb_ Posted February 22, 2022 Report Share Posted February 22, 2022 Don't particularly like the new default cursor. The old one could have been a weapon-head too, but one could sell it as a pointer too, making it a very universally used icon. The new one is a weapon however you look at it. I don't want a weapon on my screen when selecting a tree!! Besides that: the new cursor is way oversized. Making it feel very clunky too work with. The same comment applies to the new attack cursor (the image is fine there, just make it smaller). I would propose to restore the old default cursor and use the new default for attack-walk instead (that red line is not making things prettier). 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2022 Report Share Posted February 22, 2022 1 minute ago, bb_ said: Don't particularly like the new default cursor. The old one could have been a weapon-head too, but one could sell it as a pointer too, making it a very universally used icon. The new one is a weapon however you look at it. I don't want a weapon on my screen when selecting a tree!! Besides that: the new cursor is way oversized. Making it feel very clunky too work with. The comment applies to the new attack cursor (the image is fine there, just make it smaller). I would propose to restore the old default cursor and use the new default for attack-walk instead (that red line is not making things prettier). I agree. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2022 Report Share Posted February 22, 2022 https://code.wildfiregames.com/rP26454 @Yekaterina these icons are better? Quote Link to comment Share on other sites More sharing options...
Old Roman Posted February 22, 2022 Report Share Posted February 22, 2022 With an update from earlier today (maybe 26564) the diplomacy screen would not open Windows 10; 4X4 versus AIs; one Han on each side the rest random errors indicated in image (reproduced from much earlier in the replay) Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted February 22, 2022 Author Report Share Posted February 22, 2022 (edited) 1 hour ago, Lion.Kanzen said: these icons are better? I have nothing against the Han icons, because they are a new civ anyways. But the set you showed me this time is a lot better. What I was referring to is the icons for other units in other civs. E.g Athenians, Gauls Edited February 22, 2022 by Yekaterina 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 22, 2022 Report Share Posted February 22, 2022 16 minutes ago, Old Roman said: With an update from earlier today (maybe 26564) the diplomacy screen would not open Windows 10; 4X4 versus AIs; one Han on each side the rest random errors indicated in image (reproduced from much earlier in the replay) Thanks, reported on https://code.wildfiregames.com/rP26458 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted February 26, 2022 Report Share Posted February 26, 2022 (edited) The big thing people seem to be curious about is unit acceleration and the ability for cavalry to escape bad situations. I watched on the SVN version in slow motion and compared speed of an infantry javelineer against the speed of cavalry javelineer. I would assume that the most important factor in this situation is the time cavalry needs to accelarate to a speed such that it is faster than infantry. Only during the first step the infantry javelineer seems a tiny little bit faster. So that seems not very impactful. What does seem impactful is the following: I ran away with a cavalry archer from a chasing spear cavalry. Everytime the spear cavalry attacks, it needs to stop. In A25 that because of this stopping, after the attack finishes and the spear cavalry starts moving, the cavalry archer is about one length of a horse ahead of the spear cavalry. In A25 the spear cavalry needs to accelerate after each stop/attack, the length of the gap will get more than twice as long. Basically chasing and killing cavalry with other cavalry becomes nearly impossible even if your cavalry is faster. If we consider it a problem, a solution would be to reduce the stopping time such that it is close to 0. Edited February 26, 2022 by LetswaveaBook 1 3 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted February 26, 2022 Author Report Share Posted February 26, 2022 21 minutes ago, LetswaveaBook said: What does seem impactful is the following: I ran away with a cavalry archer from a chasing spear cavalry. Everytime the spear cavalry attacks, it needs to stop. In A25 that because of this stopping, after the attack finishes and the spear cavalry starts moving, the cavalry archer is about one length of a horse ahead of the spear cavalry. In A25 the spear cavalry needs to accelerate after each stop/attack, the length of the gap will get more than twice as long. Basically chasing and killing cavalry with other cavalry becomes nearly impossible even if your cavalry is faster. If we consider it a problem, a solution would be to reduce the stopping time such that it is close to 0. What about we give spear cav near infinite accelereation and a smaller value for ranged units? That way we can nerf camel rush. 1 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted February 26, 2022 Report Share Posted February 26, 2022 5 minutes ago, Yekaterina said: What about we give spear cav near infinite accelereation and a smaller value for ranged units? That way we can nerf camel rush. That would have side effects and kills the entire accerelation idea. I personally am not convinced we need accerelation to begin with, but we should respect the hard work that has been done to enable the feature. I think we should address the problem at its core: reducing the time in which the unit does not move. Though I can't claim this is a programmable solution. 1 1 Quote Link to comment Share on other sites More sharing options...
Nobbi Posted February 26, 2022 Report Share Posted February 26, 2022 I would like to try the new revision, but unfortunately I cant build the game. Before a25 I was able to build and play the revisions. I don't know what changed? I get an error during the make process. It says: ../../../source/ps/GameSetup/HWDetect.cpp:47:10: fatal error: ft2build.h: Datei oder Verzeichnis nicht gefunden 47 | #include <ft2build.h> | ^~~~~~~~~~~~ compilation terminated. Datei oder Verzeichnis nicht gefunden - means: file or folder not found Is there anyone else with this issue or can anyone help fixing it? Quote Link to comment Share on other sites More sharing options...
AIEND Posted February 26, 2022 Report Share Posted February 26, 2022 On 21/02/2022 at 6:26 AM, wowgetoffyourcellphone said: 我对一些事情感到困惑。 汉人肯定有一座可以建造的庙宇,叫做“四庙”。 No, at this time Buddhism had not been introduced, Taoism had not yet appeared, so there would not be the kind of temple you want. It would be better to just add a medic. 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted February 26, 2022 Report Share Posted February 26, 2022 37 minutes ago, Nobbi said: ../../../source/ps/GameSetup/HWDetect.cpp:47:10: fatal error: ft2build.h: Datei oder Verzeichnis nicht gefunden 47 | #include <ft2build.h> | ^~~~~~~~~~~~ compilation terminated. You need to install freetype first, was added as a dep to support font rendering in the future. Quote Link to comment Share on other sites More sharing options...
Nobbi Posted February 26, 2022 Report Share Posted February 26, 2022 3 hours ago, hyperion said: You need to install freetype first, was added as a dep to support font rendering in the future. There are some packages containing freetype (https://packages.ubuntu.com/search?keywords=freetype). Is there a specific one I need? I tried freetype2-doc, but it didn't work. But maybe this is because it just contains freetype 2 ... Quote Link to comment Share on other sites More sharing options...
hyperion Posted February 26, 2022 Report Share Posted February 26, 2022 1 hour ago, Nobbi said: freetype2-doc That should be just some docs. At a cursory glance at the list libfreetype-dev seems to be what you need. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 26, 2022 Report Share Posted February 26, 2022 Seems like our wiki wasn't updated... 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 26, 2022 Report Share Posted February 26, 2022 I'd just keep acceleration for siege and ships, instant or nearly instance acceleration for regular soldiers. It's the super quick turn rates that look weird to me. 2 Quote Link to comment Share on other sites More sharing options...
Nullus Posted February 27, 2022 Report Share Posted February 27, 2022 While playing the game, I've twice had it crash with the following message: Assertion failed: "data" Location: DeviceCommandContext.cpp:301 (UploadBufferRegion) Call stack: (0x558fdb1dde25) binaries/system/pyrogenesis(+0x603e25) [0x558fdb1dde25] (0x558fdb18ab9f) binaries/system/pyrogenesis(+0x5b0b9f) [0x558fdb18ab9f] (0x558fdb18c6b4) binaries/system/pyrogenesis(+0x5b26b4) [0x558fdb18c6b4] (0x558fdb18cb58) binaries/system/pyrogenesis(+0x5b2b58) [0x558fdb18cb58] (0x558fdb01ba56) binaries/system/pyrogenesis(+0x441a56) [0x558fdb01ba56] (0x558fdb077910) binaries/system/pyrogenesis(+0x49d910) [0x558fdb077910] (0x558fdb077ac8) binaries/system/pyrogenesis(+0x49dac8) [0x558fdb077ac8] (0x558fdaffbf58) binaries/system/pyrogenesis(+0x421f58) [0x558fdaffbf58] (0x558fdb0a2530) binaries/system/pyrogenesis(+0x4c8530) [0x558fdb0a2530] (0x558fdadb95da) binaries/system/pyrogenesis(+0x1df5da) [0x558fdadb95da] (0x558fdad0ee1f) binaries/system/pyrogenesis(+0x134e1f) [0x558fdad0ee1f] (0x558fdace6881) binaries/system/pyrogenesis(+0x10c881) [0x558fdace6881] (0x558fdafe5e16) binaries/system/pyrogenesis(+0x40be16) [0x558fdafe5e16] (0x558fdafd5d29) binaries/system/pyrogenesis(+0x3fbd29) [0x558fdafd5d29] (0x558fdafd809e) binaries/system/pyrogenesis(+0x3fe09e) [0x558fdafd809e] (0x558fdac8a81f) binaries/system/pyrogenesis(+0xb081f) [0x558fdac8a81f] errno = 11 (Try again later) OS error = ? I don't know how to reproduce it. I'm using Ubuntu 21.10, 0AD revision 26458. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted February 27, 2022 Report Share Posted February 27, 2022 3 hours ago, Nullus said: I don't know how to reproduce it. I'm using Ubuntu 21.10, 0AD revision 26458. Do you have logs and crashdump from that run? The error might happen on out of memory. 1 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted February 27, 2022 Report Share Posted February 27, 2022 (edited) 19 hours ago, wowgetoffyourcellphone said: I'd just keep acceleration for siege and ships, instant or nearly instance acceleration for regular soldiers. It's the super quick turn rates that look weird to me. I think the acceleration also looks wierd. It looks like there is an invisible man the cavalry pushing (or pulling) them forward until they reach maximum speed. I think there would be a very improved visual experience if the animations between the acceleration and full speed phases where different. Maybe scaling the length of the run animation with the units current speed would make it look very decent. Edited February 27, 2022 by LetswaveaBook 1 Quote Link to comment Share on other sites More sharing options...
Nullus Posted February 27, 2022 Report Share Posted February 27, 2022 2 hours ago, vladislavbelov said: Do you have logs and crashdump from that run? The error might happen on out of memory. Is this what you were wanting? crashlog.txt Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted February 27, 2022 Report Share Posted February 27, 2022 3 minutes ago, Nullus said: Is this what you were wanting? Yep, thanks! Could you tell which map it was and which steps did you have (like have you just started the game and the map or it was at the end of the match)? Quote Link to comment Share on other sites More sharing options...
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