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Hello there.
We cannot use the original AoE assets.
Have a look at this work https://github.com/junyanz/pytorch-CycleGAN-and-pix2pix which can turn zebras into horses and vice versa using learning. …
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At the moment sound effects (and possibly other assets?) are named by numbers. As someone who wants to make sound effects this becomes really cumbersome to manage.
The ideal solution for me would be …
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**Required skills**: Python, Cython
**Difficulty**: Medium
DDS files are used to store terrain textures in the Definitive Editions of AoE1 and AoE2. We will need to convert them to PNG so that t…
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Currently, the inotify support is pretty proof-of-concept only. It's directly integrated into the assetmanager, which should be abstracted in the future.
I'm thinking of creating a `libopenage/watc…
TheJJ updated
7 years ago
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In addition to test cases, we should have some kind of static code analysis integrated into the buildsystem.
TheJJ updated
7 years ago
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As I'm finding my way around the buildsystem in the last weeks I feel that we could add some more information to the documentation. Some first thoughts (more added later):
I think we should create …
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The recent and ongoing work on unifying Switch shall lead to the easy discovery of Aseba targets and robots on the local network (see issue #543). However, events such as R2T2 (https://www.thymio.org/…
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It should be possible to hot-reload nyan files when they change.
Changes in the file could either be applied by an auto-generated patch, or the whole state is replayed with the new values.
Or so…
TheJJ updated
2 years ago
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As shown in #972, openage crashes when it encounters invalid sound files. In this case, a field in the header struct had the wrong size, but i can imagine a bunch of other fails like corrupted bistrea…
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Hello,
since I haven't got the debug build on windows to run successfully, but wanted to fix some test I just tried disabling the Optimizations on libopenage for some smoother debugging experience.…
msc94 updated
5 years ago