Search found 1062 matches
- Thu Mar 10, 2011 4:11 pm
- Forum: Compile
- Topic: GG SVN1040 compile error, boost 1.46, debian sid, gcc 4.5.2
- Replies: 6
- Views: 3970
- Wed Nov 17, 2010 12:37 am
- Forum: Compile
- Topic: Problem building GiGi at adam.cpp
- Replies: 4
- Views: 1880
Re: Problem building GiGi at adam.cpp
Yeah, sorry about that. I'm doing some experiments in that tutorial atm. I didn't actually think most people were building them.
- Tue Jun 29, 2010 3:13 am
- Forum: Programming
- Topic: linux compillation fix
- Replies: 11
- Views: 1241
Re: linux compillation fix
At first I thought this was a case of another user with a messed up system. Then I tried a clean build, and I can reproduce this on my system too. :oops: So, please "svn up" to get some changes that make your patch unnecessary. I was trying to get the server and AI client to build without ...
- Wed Jun 02, 2010 9:58 pm
- Forum: Programming
- Topic: boost and zlib
- Replies: 22
- Views: 4759
Re: boost and zlib
We used to save and transmit our files compressed with zlib. Notice the "#include <zlib.h>" cruft near the top of Message.cpp. We don't do that any more, because we want to be able to read the transmitted and save-file data for debugging. Eventually, we'll turn on binary serialization, and...
- Tue May 25, 2010 7:24 pm
- Forum: Graphics
- Topic: 0.4 ship design UI
- Replies: 100
- Views: 29496
Re: 0.4 ship design UI
Oh, and one other thing -- I need a decent way to place the module slots onto the rendered ship images in order to truly automate this. Any ideas? One idea is not to put the slots directly on the hull, but have a more abstract set of tiers, and jsut show the ship behind them or off to the side, a la...
- Tue May 25, 2010 7:18 pm
- Forum: Graphics
- Topic: 0.4 ship design UI
- Replies: 100
- Views: 29496
Re: 0.4 ship design UI
Pd, I don't know if you saw my commit from about 3 weeks ago, but I implemented an offscreen renderer for the ship models for exactly this purpose. I don't think we should even need to have you make simple renders like this one -- we should make them as needed from the original model data and cache ...
- Mon Apr 19, 2010 2:42 am
- Forum: Top Priority Game Design
- Topic: Simulating Citizens
- Replies: 368
- Views: 91420
Re: Simulating Citizens
Fair enough. This sounds like a reasonable system to me.
My main concern is one of balance. I want to conquer or cajole other empires into my subjects or allies; I just don't want constantly to have to do those things with my own populations.
My main concern is one of balance. I want to conquer or cajole other empires into my subjects or allies; I just don't want constantly to have to do those things with my own populations.
- Sun Apr 18, 2010 8:14 pm
- Forum: Top Priority Game Design
- Topic: Simulating Citizens
- Replies: 368
- Views: 91420
Re: Simulating Citizens
...I really do hate "allegiance", "happiness", or any other metric of populace in 4X games that is so strong that it dominates play. I'm looking at you, Civ series. Do you feel the same about Civ4 as the previous versions? I think the last one I played was Civ3, but I can't be c...
- Sun Apr 18, 2010 6:43 pm
- Forum: Top Priority Game Design
- Topic: Simulating Citizens
- Replies: 368
- Views: 91420
Re: Simulating Citizens
I don't mean to hijack this thread, but I'd like to chime in about the entire set of proposals discussed here. I hate, and I know that's a string word, but I really do hate "allegiance", "happiness", or any other metric of populace in 4X games that is so strong that it dominates ...
- Sun Apr 18, 2010 2:41 am
- Forum: Other Game Design
- Topic: Meter Growth
- Replies: 55
- Views: 5700
Re: Meter Growth
Overall, I like this change. However, while this: If there is no balanced focus, you can only pick what you want the planet to focus on, not tweak things to maintain intermediate period resource output. is certainly true, it misses the same effect at the empire level that it addresses at the planeta...
- Wed Apr 14, 2010 1:40 am
- Forum: Dev Blogs
- Topic: Re: Shipyard
- Replies: 43
- Views: 29217
Re: Shipyard
I understood all that. Thanks for all the detail.pd wrote: I hope this makes sense.
Could you provide the third one in both forms?I can provide the first two, since I don't know what decal channel we're going to use yet.In the meantime, could you give me a set of textures that looks like the above?
- Tue Apr 13, 2010 10:59 pm
- Forum: Dev Blogs
- Topic: Re: Shipyard
- Replies: 43
- Views: 29217
Re: Shipyard
Ok, so is this [decal] texture here so I can try both options to see what works best, or do we really need two decal channels? It's there for you to try out what works. Ideally we need as few as possible of these channels. Cool. Can you give me some more detail on what the operation should look lik...
- Tue Apr 13, 2010 10:04 pm
- Forum: Dev Blogs
- Topic: Re: Shipyard
- Replies: 43
- Views: 29217
Re: Shipyard
It's very easy to go overboard with things we could potentially do. For the sake of simplicity I do no longer support this comment of mine, made more than 2 years ago. A lot of things have changed since then. The design screen alone would need to be changed a lot. If, however tzlaine decides, that ...
- Tue Apr 13, 2010 10:02 pm
- Forum: Dev Blogs
- Topic: Re: Shipyard
- Replies: 43
- Views: 29217
Re: Shipyard
I've committed a decal map for the Mark 1. There are currently just 2 channels. The first is a neutral base texture, onto which the empire color is overlayed using the second channel, which is the decal mask.(see this and this ). Or you could just use the second channel to replicate this . Ok, so i...
- Tue Apr 13, 2010 3:51 am
- Forum: Dev Blogs
- Topic: Re: Shipyard
- Replies: 43
- Views: 29217
Re: Shipyard
this scheme doesn't have any alpha channel for the diffuse texture. If needed, this could go in the channel marked "[unused]" above. I'd think it would be easier to understand and work with diffuse textures with an alpha channel if the alpha channel was in the same texture file as the dif...