Phazorx

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  • Followup: RE: 0.6.1 Issues

    Hello, thanks for the game as well as for paying attention ;o) I used xp32 SP3/bbLean/nvidia 179.48, can try to run it under xorg to eliminate possible hardware issue. Square or not is not a big deal actually, but just from ergonomics point of view - since game filed is square, putting elements on top and bottom does stretch game wndow vertically even more wich makes it harder to resize...

    2009-07-06 10:58:31 UTC in PipeWalker

  • 0.6.1 Issues

    1. No resize comparative to 0.4.3 (I have 1440x900 laptop and 1920x1200 desktop, it is VERY tiny) 2. Extreme CPU usage on "win animation", it hits all cores and keeps them at near max usage, same with GPU 3. No posibility to disable audio or control sfx volume 4. Dragging game window produces visual artifacts which some times stick in lower section of the game window (beter than in...

    2009-07-04 12:25:16 UTC in PipeWalker

  • Followup: RE: Bug visible on #11?

    hmm, after restart it behaved normally with same approach, is there debug mode of some kind? got mingw/msys here can compile with debug symbols if necessary.

    2009-07-04 12:06:21 UTC in PipeWalker

  • Bug visible on #11?

    http://img30.imageshack.us/img30/7013/pw11.png these cells are very strange x:12 y:3 x:12 y:14 rotation of these elements trigger them normally but the flow through is not happening.

    2009-07-04 11:47:43 UTC in PipeWalker

  • Additional state for stockpile ware icons

    Currently, for any industry that consumes wares there are up to 6 icons per item type representing wether or not the facility has something to work with. Essentially it is either full color icon showing that the item is there and ready to be used or grayscale outline meaning there is room for more. I feel this is not enough for making a decision on a need to build more sites to suply that...

    2009-06-13 18:04:26 UTC in Widelands

  • Comment: changing fortreses to act as recruiting posts

    Reason why i suggested sometihng like that is to deal with current lack of flexibility on large scale maps. Players have no control on where intia mlitary goods go and soldiers can be created at any warehouse. Due to other "features" (not conidering reachabiity of delivery site) it is beneficial to build more warehouses close to raw material productions in order to avoid extra wares heading to...

    2009-06-11 10:24:41 UTC in Widelands

  • Comment: changing fortreses to act as recruiting posts

    >Actually there is no such thing as HQ in the game engine. Well, regardless to what it is, same idea applies. I actualy meant that HQ inherits same properries and functions from WH in programming sense. Essentially it looks like HQ = WH + Fortress (since it has similar conquier radius) and WH = storage + recruiting professionals + recruiting soldiers proposed change moves WH functionality...

    2009-06-09 16:09:52 UTC in Widelands

  • blocking storage of warez in warehouse

    This is a nice feature which was available back in setller days, which i think has a point in widelands as well. The idea is basically same - blocking strorage of particular item type in particular warehouse (or HQ). Functionality can be activated via clicking on icons of wares, and some block all/alow all buttons would be appreciated, perhaps a config option to start new warehouses with...

    2009-06-09 15:18:16 UTC in Widelands

  • changing fortreses to act as recruiting posts

    As far as i understand currently: 0. HQ inherits functionality of warehpuse 1. Produced initial military wares head towards neares warehouse 2. There is a hacked in way that thesewares try to end up in same warehouse so a soldier can be formed I propose: 1. Add functionality to fortreses-kind of buildings (as well as upgraded versions of them) to act as recruiting posts that produce...

    2009-06-09 15:16:19 UTC in Widelands

  • blocking storage of warez in warehouse

    This is a nice feature which was available back in setller days, which i think has a point in widelands as well. The idea is basically same - blocking strorage of particular item type in particular warehouse (or HQ). Functionality can be activated via clicking on icons of wares, and some block all/alow all buttons would be appreciated, perhaps a config option to start new warehouses with...

    2009-06-09 15:00:43 UTC in Widelands

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  • 2009-06-09 (5 months ago)
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