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  2. Does anyone have an extra key, redeem code or even a giftcard on Steam and wish to gift it for one of the titles from the list below ? Thank you. A Plague Tale Requiem The Walking Dead The Division 2 Dying Light: The Beast Red Dead Redemption 1 GTA 5 Ceva din seria Call of Duty Ghost of Tsushima God of War 2018 PC God of War Ragnarok Kingdom Come Deliverance 2 Ceva din seria Sniper Elite Uncharted varianta PC The Last of Us 2 Mafia The Old Country Dead Island 2 Days Gone Ceva din seria Resident Evil Alien Isolation Ninja Gaiden Ceva din seria Prince of Persia Detroit Become Human Prototype 2 Aces of Thunder Far Cry Primal Ceva din seria Wolfenstein Splinter Cell BlackList Batman Arkham Knight Mortal Kombat X Ceva din seria DeadSpace Ceva din seria Max Payne Left 4 Dead 1 sau 2
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  4. I have no reason to acknowledge any error in this case. It is an established fact that the Épinal-Erfurt glossary mentions the word 'tuun' in only two contexts, and that its only direct translation in this glossary is the Latin 'cors'. There is no explicit link in this glossary between the word 'tuun' and the concept of a village. There is, therefore, no reason to assume that 'conpetum' denoted a village solely based on the glossary. The dictionary I am criticizing (Murray’s New English Dictionary) uses the Épinal-Erfurt glossary to claim that both 'thorp' and 'tuun' meant 'village,' with the dictionary using one term to explain the other. I demonstrated this by examining both entries and tracing them back to their earliest sources, which refer to one another, a clear case of circular reasoning. They could have employed other arguments, but they did not. Consequently, my critique of this academic source is legitimate. If anyone wishes to argue that 'thorp' or 'conpetum' meant something along the lines of 'village' during that period, they must absolutely support that claim with an argument based on a body of evidence. The same criticism applies to the online edition of the Épinal-Erfurt Glossary that you're using. It offers a translation, but there's no explanation or justification. It's just a raw proposal. Once again, based solely on the glossary, it is difficult to argue that 'conpetum' and 'thorp' referred to a village. I am simply bringing this issue to light and offering an alternative interpretation that is entirely consistent with the primary sources (see below). I think you are misunderstanding what I meant by an appeal to authority. My objection is not that you cite academic sources. I have cited academic literature myself throughout this discussion, and I fully recognize its importance. The problem is that you repeatedly cite their conclusions as if the authority of the source were enough to end the discussion, without explaining how those conclusions were reached or addressing the criticism being made against them. Once again, I want to emphasize this point. What is starting to frustrate me is not the fact that you cite academic sources. What I object to is the way you repeatedly present the conclusion of a dictionary or a scholarly work as if its authority were enough to settle the question, without examining the evidence or explaining the reasoning behind that conclusion. This is what I meant by an appeal to authority. I was not suggesting that citing specialists is inherently illegitimate. The problem arises when the citation is used as a substitute for an argument. Saying that a dictionary reconstructs 'þurpą' as 'village' establishes that this is an accepted interpretation, but it does not demonstrate why that interpretation is correct, nor does it answer a criticism of the evidence on which it may be based. That distinction is particularly important here because the interpretation of the sources is precisely what we are debating. If the reconstructed meaning 'village' was inferred partly from later West and North Germanic evidence, it cannot simply be projected back onto earlier or ambiguous attestations and then used to validate the original reconstruction. That creates a real risk of circular reasoning. The conclusion is treated as a premise, and the evidence is then interpreted through the conclusion it is supposed to establish. The same applies when an editor translates an ambiguous gloss as 'village' or 'hamlet'. That translation is relevant and deserves to be considered, but it remains an interpretation of the primary evidence. It does not make alternative readings illegitimate, especially when the words involved have broad semantic ranges and when other early attestations point toward agricultural land, estates, farms or dependent settlements. What I find unhelpful is the repeated attempt to short-circuit this discussion by answering a criticism of the sources with the authority of the very sources being criticized. Academic works are not beyond examination. Their conclusions can be questioned by looking at their premises, their choice of evidence and the semantic assumptions behind their translations. That is not a rejection of scholarship. It is how scholarship is supposed to be discussed. If you want to defend the interpretation 'village', then explain why the primary evidence supports it better than the alternatives. Show why the Gothic evidence should be considered innovative, why the agricultural and estate-related meanings should be secondary, and why the later collective meanings represent inheritance rather than parallel development or semantic expansion. Simply repeating that a dictionary or an editor adopts that interpretation does not answer those questions. I am perfectly willing to engage with academic sources, including sources that contradict my position. What I do not accept is the suggestion that questioning their reasoning is somehow illegitimate, or that citing their conclusion is enough to close the debate The source I am referring to is a primary source. The Harley Glossary is an 11th-century Anglo-Saxon manuscript (British Library MS Harley 3376) that pairs Latin headwords with Latin and Old English explanations. ‘competum .i. uilla, uel þingstow, uel þrop’ (from The Harley Latin-Old English Glossary published by Robert T. Oliphant) Here 'competum' is translated by 'villa' (farm, estate), 'þingstōw' (place of assembly) and by 'þrop' (or 'thorp')... I'm just pointing this out to show you that even several centuries later, 'conpetum' wasn't translated as 'town' or 'village'. It is translated as a place of assembly, a farm or an estate, and 'thorp'. This supports my point regarding the Épinal-Erfurt glossary: the equivalence between 'thorp' and 'tuun' might instead stem from the concept of an enclosure or courtyard. Which once again is supported by the explanation made by Isidore of Seville: Original: Conpita sunt ubi usus est conventus fieri rusticorum; et dicta conpita quod loca multa in agris eodem conpetant; et quo convenitur a rusticis. Translation: Conpita are the places where farmers usually gather; they are called conpita because many country roads converge there (conpetant) and because that is where the farmers meet. So here I am presenting an argument based on several sources simply to show that there may be another very credible and legitimate interpretation. And the idea of challenging the conventional dictionary interpretation, that 'thorp' did not originally refer to a village but rather to a farm or an agricultural estate, is a view supported by other researchers. For example, while you cited Ekwall for 'tuun', he himself wrote the following regarding 'thorp': OE þorp, þrop is a rare word, and its meaning is doubtful. It was certainly used in the sense ‘farm’, possibly in the sense ‘hamlet’. There is no reason to suppose that it meant ‘village’. [...] The original meaning of þorp was ‘newly reclaimed land, new settlement’. It should not be rendered by ‘village’, but rather by ‘farm’.
  5. @ObélixI don’t think this will resolve every situation, but in my view, it can at least provide a framework for the discussion. I experienced many consequences and lost valuable contributions...
  6. @Stan` You can shed some light on this for us and find the right balance. THANKS
  7. This s a thread for Chinese (Taiwan) translation discussion. 各位 0 A.D. 的中文 (台灣) zh_TW 譯者你們好,非常感謝各位的翻譯貢獻! 此討論串是為了討論翻譯的「一致性」問題。 由於 0 A.D. 的翻譯是由不同譯者在不同時間共同完成的,每個人的用語習慣有所不同,導致玩家在閱讀遊戲文本時,偶爾會發覺語句習慣不一致,進而影響遊戲體驗。 為了讓大家的翻譯風格更加統一,我在 Wiki 統整了基本的翻譯原則。然而,由於文本量龐大,無法一次將所有原則完整列出,因此我開啟了這個討論串,供大家提出疑問或建議。 另外,如果您對 Wiki 目前已列出的準則有任何意見,也歡迎在此討論是否需要修改。 由於 Gitea Wiki 的權限限制,需要官方授權者才能編輯,因此我會彙整大家的討論結果,代為編入 Wiki 中。 請大家將相關討論留在這個討論串,請勿直接在 Transifex 上開啟議題,以便集中討論。
  8. Thanks @Obelix - but please get me right: the high value of historical accuracy is undisputed. We need that in both SP and MP. And I do not suggest to create branches that split the game community. The art will now be to find a way to address both player communities' needs within the same game, possibly by configuration of game parameters.
  9. Thank you for sharing your inspiring ideas lilypoppy and also to @Grautvornix! If I understand you correctly, you endorse three subforums to "Gameplay Discussion": "Historical gameplay", "Single player" and "Multiplayer". I would vote for it!
  10. https://arabthought.org/en/arab-fashion-heritage/15/roman-palmyra-a-gateway-to-understanding-eastern-fashions-in-the-roman-era Other ideas for desert combat. Unfortunately, the clothing on Loss Reliefs was like Instagram, so you could see your luxury clothes and not your military service clothes. This is from a fantasy project inspired by Roman times. The idea of a helmet plus a turban and something to cover your face from the dust.
  11. These concepts with conical and Spenhelm-type helmets. https://en.wikipedia.org/wiki/Camp_of_Diocletian After the Palmyra rebellion, things changed in the empire. Before the Palmyrene crisis, Rome relied overwhelmingly on traditional heavy infantry, treating specialized heavy cavalry largely as auxiliary units. Introduction of Blunt Force Weaponry: At the Battle of Emesa, the Romans encountered heavily armored Palmyrene armor that traditional swords and spears could not easily pierce. Aurelian deployed specialized Palestinian clubmen equipped with clubs and staves. The blunt force of the clubs bypassed the iron and brass coats of mail by fracturing bones and causing internal trauma through the armor. This exact counter-tactic against cataphracts was so effective that later emperors, including Constantine, integrated club-wielding units into subsequent Roman civil wars and campaigns against Persia., Ridge Helmets (The "Late Roman" Style): The classic Imperial Gallic helmets were phased out. Instead, Rome adopted "ridge helmets," constructed by joining two halves of iron with a central ridge. This design was much easier to mass-produce in state factories (fabricae) and provided excellent structural resistance against heavy overhead mace or sword blows. Aventails and Coifs: Helmets were heavily upgraded with attached mail curtains (aventails) or scale cheek-pieces that completely guarded the neck, throat, and jaw from lateral cuts. All these details give me an idea of how Palmyra and the armed Persians were. The Notitia Dignitatum (Late 4th/Early 5th Century AD): This Roman military register proves the lasting legacy of these troops. After defeating Palmyra, Rome absorbed them entirely, creating elite specialized units like the Equites Sagittarii Indigenae Petronenses (Native Palmyrene Horse Archers) to defend the empire's borders. • No Cheek-Pieces or Facial Plates: Unlike the heavy Roman ridge helmets or the intimidating, full-face metal masks of the Palmyrene cavalry, foot archers’ helmets entirely omitted facial plating and wide cheek-pieces. This open-faced layout was a crucial requirement so they could pull a bowstring back completely against their cheek or jawline to anchor their aim. • Fabric and Leather Coifs: To prevent the metal helmet from overheating in the scorching Syrian desert and to provide basic neck defense, they wore thick fabric, felt, or linen coifs beneath the helmet
  12. New news today I updated my version of Artcraft for Linux. I discovered that they updated it; there are even new programs for making 3D and 2D art. A Figma clone. Build tileable PBR materials from noises, patterns and filters in a node graph, watch them update live in 2D and on a 3D model, and export the maps for any engine. Open source, offline, and yours. Paint PBR materials straight onto your models in layers with masks, bake mesh maps, drive smart materials from them and export textures for any engine. Open source, offline, and yours. This other one is a clone of Substance Painter.
  13. Yes, and I add more animals create by @Duileoga.
  14. Yesterday
  15. Here is an intermediate release of mercator, now being updated to version 0.14.0. There are a lot of changes "in the engine room" increasing processing speed and (hopefully) making map editing and manipulation a bit easier. There are also a large number of bugfixes (please have a look at the changelog). The tool and its documentation and changelog is available at the initial post of this thread in https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/
  16. Here is an intermediate bugfix version of post-atlas: Version 1.16.0 with a few new items, like a check that items placed are where the game would alow them to be placed, warning if they are not. Exampels are trees or builidngs on a steep slope, in water or the like. Note that this is not a fail but only a warning to make the user aware. 3D view mouse movement mechanics aligned woith what is implemented in mercator, the companion tool for map editing, available from this thread: https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator) and a large number of bugfixes and accelerations. Please let me know your observations, comments, any issues or suggestions! post-atlas-1.16.0.zip README.md CHANGELOG.md
  17. I second that! For gameplay: casual single player vs competitive multiplayer versions are indeed two variants that equally need attention. If we have contradicting requirements, shoudl we consider making that configurable options (i.e. if single player is selected then the game behaves like this, and if multipleyer is activated, that the game is has particular other features). In this way we can avoid changing somthething back and forth, depending on the current status of discussion. As for the history discussions - these are absolutely fascinating! I guess everyone is learning a lot - even we learn that many things can be disputed as the historical sources are contradictory, biased, scarce or even missing completely. This is the nature of the beast i would say naively. So, while I do appreciate a lot(indeed!) the engageed and excited fascinating discussions of historical details that are certainly not undisputed, I 'd also appreciate if personal statements can be avoided. Lets try keeping a gentleman style.
  18. Hi everyone, I want to share a feeling and look for solutions. I follow many projects that are in development at various levels, and 0 A.D. is rich and alive. The only thing is that the history-focused and gameplay-focused communities create tensions, which in my view should come together around this beautiful project. Right now it only creates tensions, which I find sad. I'd also like to point out that there is no sub-forum dedicated to solo/history. I think it would be good to find solutions so that both communities can coexist together. Thank you !
  19. Yes, I did that in my mod. The map shown in the photos is nearly twice the size of the "giant" map; I also had to tweak the engine to improve performance and ensure the AI can correctly account for all objects in the scene. I’m putting a lot of work into performance to keep the gameplay fluid, which has been a major challenge—I’ve been repeatedly reworking many of the objects to make them as lightweight as possible. Currently, the biggest strain on the map comes from the constant logging used to verify that the enemy AI is functioning correctly; once that process is complete, I’ll focus even more on performance optimization.
  20. Hello my friend, I’m glad you left a comment. I haven’t worked on the water section yet; the only thing I’ve added so far is the sound of the sea and the waves. I still have a lot of work ahead of me—there’s so much more I want to add to the game. As for some advice on creating the splash particle effect when the helicopter hits the water: you should modify the engine so that the particles don’t follow the camera, keeping them fixed along a specific axis instead. You can then set up a point beneath the helicopter, and whenever that point touches the water, it triggers the splash particle effect. I believe this approach will work for you. Good luck!
  21. Ok just realised. Native AA is an FSR 3 feature XD. Yeah I was wondering why I couldn't turn it on while rendering native.
  22. Thank you so much for the information, for now the workflow is blocked due to personal lack of time caused by the university lessons.
  23. Buenos días o tardes: -Me gusta mucho su iniciativa, espero que le vaya bien.En el mod Endovélico también tenemos un proyecto similar. -Para el continente de Oceanía por el rato no tenemos nada de FAUNA y para FLORA nueva no hay mucho tampoco en general, pero para Asia, América y Europa ya hay mucha FAUNA y cada vez más. -Para evitar eso le paso una foto y un listado del actual catálogo de fauna del mod Endovélico @Baelish : ¿Qué opinan? Disculpen las molestias*
  24. Does it only work on windows and linux? because I am not seeing it on macos
  25. I’m currently looking for ways to create larger maps, both in terms of actual scale and perceived scale without significantly impacting performance. That’s where the camera adjustments I’ve implemented really come into play. When I say "larger," I mean much larger, hundreds of square kilometers. I’m curious if you’ve considered this at all. Given that my mod includes long-range weaponry, this is a major priority for me, though I suppose it might not be as critical for your mod.
  26. Excellent! Incorporating more physics-based elements into the game is something I’ve always wanted to see, though I know it comes with many challenges. You’ve done a great job with the lighting, but to be honest, the water surface isn’t quite as visually impressive as it could be. I’m actually facing a similar issue myself, I’m trying to implement water spray effects for a helicopter. I’m really looking forward to your future updates!
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