- there are no death animations shown at the moment.
Not sure what has happened here, they play in 0.2.12 though, so hopefully it wont take too long to track this one down.
- We had a strange behaviour of a horse, I think its maybe a pathfinder problem.
The CPU attacked me in the map Fourrivers and we fighted at the river. There were too many units fighting at the river so they got stucked.
One of them was a horse. This horse was standing sideways and was always showing the running animation, also it didn't moved.
when all the units in front of it were killed, the horse still was standing sideways and running on the place. Then it suddenly( after about 3 seconds ) started to with its normal behaviour and started the attack.
Ok, I noticed some similar behaviour when issuing build orders to a (largish) group of workers, I thought it might have been something in the build command, but it would seem the Pathfinder is telling lies again.
- I think we need a linux startscript like original glest. this adds libs to LD_LIBRARAY_PATH and so on and changes to the right directory for the start.
Sounds perfectly reasonable
- CameraZoomReset is not set to a key in keymap.ini by default and it doesn't work :/ . I would vote to set it to "Space" as a default.
Why is the keymap.ini always written/touched when gae starts?
( By the way, are really all those things in keymap.ini useful ? and do they all work ? )
Good idea,
CameraCycleMode was actually set to 'F' previously, this is the same as from Glest, toggles between 'game' and 'free' mode, obviously that doesn't make much sense for GAE anymore, I'll get rid of CameraCycleMode, and have just one 'reset' which goes back to the default camera orientation & height.
I borrowed the 'F' key as 'capture the view frustum' while I was working on the scene culling, (this was done with lots of ugly conditional compiling in various places, most of which is gone now, I'm doing that sort of thing through Lua now, much cleaner) and I forgot to change it back, but I think the space bar would be best, then F could default to a hotkey for the follow command.
The keymap being saved at start up I think was a fix for hotkeys not working on the first run (ie, if there is no existing keymap.ini found). It could probably be in an 'if', will have a closer look...
As to if it's all needed and if it all works, not sure... but probably not and probably not
We should probably go through them and cull any that aren't really needed.
- when attacking someone with there is shown a red arrow at the upper left corner of the attacked unit, I think this is a bug too.
You don't mean the 'command arrow' do you? Which shows the target of the current command if you have only one unit selected (and only when the target is close)?? If so, that's no bug... if that's not what your talking about, I might need a screenshot, I've been unable to notice anything odd like this.