Opened 12 years ago

Closed 12 years ago

Last modified 12 years ago

#1617 closed defect (invalid)

Bug report Alpha 10 (for vacancy)

Reported by: Smith Owned by: Pavel
Priority: Should Have Milestone:
Component: Core engine Keywords: Vacancy
Cc: vacancy@…, dpv@… Patch:

Description

Windows 7 Ultimate 64. 8gb RAM, 8600 gt. Build: May 13 2012 - 11858 (Alpha 10 Jhelum)

MapEditor:

  1. Objects can be superimposed on each other.

Game:

Core (important):

  1. Built disappear (Keshtzar, Jowgah, farm, wooden towers) - harvest is collecting, but the building does not appear on the map. (The cause did not understand)
  2. Sound is continue when minimized applications
  3. Any application running in the "always on top" in the game is not visible, but when you click the mouse in the area of the application, the game will be minimize.
  4. Not the realistic behavior of combat units (in the attack and the formation of the column (quickly and erratically))
  5. Units pass through each other
  6. Dead units fall into the ground (+ no blood)
  7. It is impossible to Save the name
  8. Units can not break up, if there is to meet each other.
  9. No debris from the destroyed buildings

Graphics:

  1. Weak graphics (no smoothing, blur, ladders, low poly objects (tree trunk - 3 polygons))
  2. No effects of combat (fragments when hit)
  3. Low light (picture does not look natural, harsh shadows)

Other:

  1. You must assign at Esc - main menu.
  2. No shortcuts control units (attack, patrol, etc.)
  3. No support for Russian letters
  4. Sometimes not show tooltips on icons in the upper left corner
  5. Military units can extract resources (it is negative).

Change History (6)

comment:1 by Erik Johansson, 12 years ago

Please post reviews/discussions about the way something is implemented in the forums. Trac is for actual bugs, also, as far as possible it's best to test the latest SVN version before posting a bug as it may have been fixed since the last release.

MapEditor: Objects can be superimposed on each other.

That's a feature (to enable map makers to create more interesting maps without having to actually create new 3D models).

Built disappear (Keshtzar, Jowgah, farm, wooden towers) - harvest is collecting, but the building does not appear on the map. (The cause did not understand)

That does sound like an issue that has been fixed since the last Alpha, though that occurred in the map editor, so this may be something else. Are you sure the game is installed properly?

Not the realistic behavior of combat units (in the attack and the formation of the column (quickly and erratically)) Units pass through each other

Formations, and most importantly fighting in formation (which is non-existent currently), is something we hope to improve before the final release. Some of these things are likely to have to remain for implementation reasons however.

Dead units fall into the ground (+ no blood)

For the "units fall into the ground" part I assume you mean that units sometimes overlap with the ground after they have died? For this to not happen we would either have to have all maps be perfectly flat, or implement a physics model (which is overkill for such a small/non-existent issue). Blood is not implemented yet, and if/when it is it will not be enabled by default.

It is impossible to Save the name

That is something that has been designed to be that way, so it's not a bug. If you would like to discuss it please do so in the forums.

Units can not break up, if there is to meet each other.

Not sure what you mean by this, but the pathfinding system (how the units move from place to place and interact with each other when moving around) will hopefully be improved before a final release.

No debris from the destroyed buildings

Do you mean debris as in "stuff flying off from the building as it's destroyed" or "remains after a building has been destroyed"? The latter is likely to be implemented eventually, but not a priority as it doesn't really add anything to the game.

Weak graphics (no smoothing, blur, ladders, low poly objects (tree trunk - 3 polygons))

The graphics are currently being improved, so this will improve over the coming Alpha releases. Note however that for performance reasons the buildings/units/objects will remain low poly.

Low light (picture does not look natural, harsh shadows)

Low light? Some maps may be dark, others are bright, so that's a question of design. Not sure what you specifically means by "picture does not look natural" in this case. A more diverse and realistic shadow system may come later. At the zoom the game is meant to be played it's probably not going to make much difference though.

You must assign at Esc - main menu.

No we don't have to. It's just a design issue, so please discuss it in the forums if you think it's important enough. Note however that it makes it a lot harder to let Esc function as a "Cancel" key for dialogs (shutting the chat dialog for example), and also that there already is a keyboard key for the main menu: F10.

No support for Russian letters

0 A.D. doesn't yet support translation, but when it will support for Cyrillic and other non-Latin scripts will be implemented.

Military units can extract resources (it is negative).

The Citizen Soldier concept is one of the main features of 0 A.D. and will not change.

Last edited 12 years ago by Erik Johansson (previous) (diff)

comment:2 by Erik Johansson, 12 years ago

Another thing for the future, it's generally a better idea to start new tickets for each individual bug as it's easier to "close" them when they are completed when you don't have to keep track of the status of eighteen different things at the same time.

comment:3 by Smith, 12 years ago

As this was a test job to vacancy, I wrote all in one ticket. For Linux (Ubuntu 11.1 and Fedora 17) all of the comments are also taking place. Also, I has found a few more remarks:

  1. No visual and audio information about the attack (if we are being attacked)
  2. Unit until it reaches the target, the attack will not start. Even if it passes around the enemy.
  3. Not save and/or not asks for confirm when Alt + F4

Resume: A superficial testing of critical errors were not noticed. Minor issues described above. The game works the same on Windows, as on Linux. Physics in the game is not implemented, the graphic must be enhancement.

Inconsequential idea. Divide the workers "occupations". Women plow land, killing sheep, the men extracted wood, stone, and iron. It is strange to see how frail woman cuts stone :)

comment:4 by Erik Johansson, 12 years ago

Not sure what you mean by "test job for vacancy"?

Unit until it reaches the target, the attack will not start. Even if it passes around the enemy.

There will be an "attack-move" command that will make your units attack all enemy units they encounter on their path to the goal. The default will still be to move to the goal first (as that is a player order) and only later search for enemies.

Not save and/or not asks for confirm when Alt + F4

That's intended. If you want to save/get confirmation, use the menu commands, Alt+F4 is a quick shortcut for when you want to shut down the application without anything getting in your way.

A superficial testing of critical errors were not noticed.

Not sure what you mean by this. Automated tests are run as part of the compilation process, if that is what you mean.

Physics in the game is not implemented, the graphic must be enhancement.

Physics is very unlikely, and overall unnecessary. Graphical enhancements overall will happen, but depend on time/skill available.

Inconsequential idea. Divide the workers "occupations". Women plow land, killing sheep, the men extracted wood, stone, and iron.

No. However, women are better at farming/gathering food from bushes/trees, while men are better at gathering wood, stone and metal.

comment:5 by historic_bruno, 12 years ago

Milestone: Backlog
Resolution: invalid
Status: newclosed

comment:6 by historic_bruno, 12 years ago

While we appreciate the report, it would be too difficult to use this ticket, due to all the different issues it addresses. Instead I would suggest using the forum and making a topic about problems you've noticed in Alpha 10. Some of them are already known problems and duplicates of existing Trac tickets.

Note: See TracTickets for help on using tickets.