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Showing content with the highest reputation on 04/27/2019 in all areas

  1. 4 points
    I am reading the material that Nescio provided. According to the comparison of Herodotus, the Sogdian had similar equipment to the Medes. I could not properly comprehend if when Herodotus told us that they were alike in that manner, that also includes their clothing. Also, what are your thoughts on brightly painted linothorax? (The first two in the right in the image below)
  2. 3 points
    Just for information in case that was forgotten (I didn't read it, so no intention behind posting the link) https://trac.wildfiregames.com/wiki/ArtDesignDocument#PlayerColor Btw all that is beautiful
  3. 3 points
    I would make sure the saturations on anything that isn't playercolor is low enough to distinguish different troops, the Persian army should look like a fruit salad but that might hinder gameplay if we stick to it. speaking only on the bright linothorax, the archers are looking good
  4. 3 points
    While I agree with you on the meaning, most of the work which is needed in that kind of project is not noticeable. On a open source project, the code mess is visible so you can't hide it and just produce something that 'works' at time t. ;-) edit: sum up, the issue is to "get the balance right".
  5. 3 points
    The lack of communication seems more pronounced now since it's 10 months between alpha releases.
  6. 2 points
    See the one and only Lord of the Seas with a remarkable 0.02 k/d in a 4vs4 on his favourite map. Short summary of the game: metadata.json commands.txt
  7. 2 points
    @Lion.Kanzen Player 3 (Green) and Player 7 (Orange)
  8. 2 points
    @LordGood This is how it currently looks like in game. For player 2 (Red) and player 1 (Blue) This is the most saturated that I would go, applying what I have read and observed about natural dyes. Does it stand out too much at its current state?
  9. 2 points
    About the Sogdians, here some short accounts of their interaction against Alexander's armies. Ethnic background (useful description pages 442 to 444) Increasing nomads later in the region
  10. 2 points
    Thanks. Added a quite few on the edges. I am about to commit some of the Persian infantry textures.
  11. 2 points
    Well, they were neighbours and at it's maximum extent, I believe at least parts of Sogdiana was incorporated in the Median Empire. Apparently even their language is related (according to Strabo). That having said, I'm certain that Sogdians were heavily influenced by the Scythians (Scythians lived/ruled in Sogdiana among other places), but the Scythians also influenced the Medes and even ruled them for a while... More or less the same cultural sphere as Bactria, which also had strong Scythian, Median and Achaemenid Iranian influence. In general terms Bactria was home to larger urbanised populations and Sogdiana was home to more nomadic peoples, but many of the specific peoples living in these regions seemed to live in both Bactria and Sogdiana. They practiced Zoroastrian religion, again, Iranian similarities, and they also had direct contact with China... (to clarify, Sogdiana is a geographic term, not necessarily an ethnic or cultural one, so it can refer to a number different people inhabiting the region) Sogdians and Bactrians:
  12. 2 points
    1) what @(-_-) said 2) attack range has several meanings depending of the part of the code which use it... and most of the time it's not exactly what you expected an attack range is :-)
  13. 2 points
    For how to install maps read trac.wildfiregames.com For a list of community's map you can look https://github.com/cwrtl/community_maps/blob/master/readme.md To install these search in the mod dawnloader in mainmenu -> mods
  14. 2 points
    It would be neat to unlock Thureophoroi and Phalangites for the Spartans with a Hellenistic Reforms tech, which is what I partly do in DE. But a part of me just wants to keep them Classically-centered. What to do.... what to do...
  15. 1 point
    any interest in having playing/won/lost/spec status in playerlist in lobby?
  16. 1 point
    Thread 1 (Thread 0x7ffff7f87b80 (LWP 3102)): #0 0x00007fffebaa0094 in ?? () from /usr/lib64/../lib64/libgnutls.so.30 No symbol table info available. #1 0x00007fffebaa11d4 in ?? () from /usr/lib64/../lib64/libgnutls.so.30 No symbol table info available. #2 0x00007fffebaa18ad in gnutls_x509_crt_verify () from /usr/lib64/../lib64/libgnutls.so.30 No symbol table info available. #3 0x00007ffff4971d2c in gloox::GnuTLSClient::verifyAgainstCAs(gnutls_x509_crt_int*, gnutls_x509_crt_int**, int) () from /usr/lib64/libgloox.so.13 No symbol table info available. #4 0x00007ffff4971e5d in gloox::GnuTLSClient::getCertInfo() () from /usr/lib64/libgloox.so.13 No symbol table info available. #5 0x00007ffff49746e5 in gloox::GnuTLSBase::handshake() () from /usr/lib64/libgloox.so.13 No symbol table info available. #6 0x00007ffff4974859 in gloox::GnuTLSBase::decrypt(std::string const&) () from /usr/lib64/libgloox.so.13 No symbol table info available. #7 0x00007ffff48ff72b in gloox::ConnectionTCPClient::recv(int) () from /usr/lib64/libgloox.so.13 No symbol table info available. #8 0x000000000043d4ee in Frame () at ../../../source/main.cpp:403 profile2__ = {m_Name = 0xb2aaf8 "frame"} time = <optimized out> realTimeSinceLastFrame = 0.0329228155 __func__ = "Frame" need_update = true I think calling gloox recv() is returning bigger message than allowed oe no message at all. Maybe the server is sending a bigger message or maybe it is filling an input buffer downsized allocated https://stackoverflow.com/questions/3632861/segmentation-fault-on-recv Maybe the server is not sending any message, or maybe the routine is doing just tls handshake with no message.
  17. 1 point
    very asian influence. Kuban type. Helmets "sakskskih" Types Kuban
  18. 1 point
  19. 1 point
  20. 1 point
    Oh I thought you meant from a technical standpoint
  21. 1 point
    I tried to reduce the saturation, I might not include it in the commit then. Here are the current ones. In the middle is the current texture available in the game for the advanced rank.
  22. 1 point
    Our forum is powered by the Invision Community software. We haven't customized the software or theme in any way. I have reported this issue to them, perhaps it will be fixed in a future version. EDIT: And here is the official reply: Hello, thanks for reporting this. I have fixed this for an upcoming release. Regards, <snip> Invision Power Services, Inc.
  23. 1 point
    The yellows and reds are sticking out a bit too much between players, it could lead to gameplay confusion
  24. 1 point
    Even from the grave, Angus McBride never ceases to amaze me. Here, an illustration depicting Meroitic period iron working in the Kingdom of Kush. If there are any old timers that have access to this very rare publication, "Look and Learn Incorporating Ranger Magazine, The Story of Africa: The Negro Pharaohs, Apr 27 1968, by Mary Cathcart Borer", you'd be a hero for sharing it, because there might be more where this came from... 1968! Angus McBride was definitely ahead of his time! Meroitic Iron smith hammering away at an elongated spearhead a short sword, while a second smith is tempering another weapon. To the left a Meroitic royal or nobleman is inspecting a newly made short sword. In the background, the furnaces for Iron smelting can be made out, as well as some steeply sloped pyramids further in the distance.
  25. 1 point
    I believe that's the joke, with a little not of sarcasm
  26. 1 point
    Btw I intend to upload the next version for mod.io when we reach 50 maps. 11 to go, guys. Let's make some new maps! (But you can always get the most up to date version on Github.)
  27. 1 point
    Campaign hasn't been implemented yet. It needs thorough research and a few features are still missing in the game. You can play competitive games online using the Multiplayer lobby. There is a ranking system there.
  28. 1 point
    My solution is more like "Proof of Concept", not a definitive optimized solution, as I am not a very experienced coder. I prefer to wait for the outcomes from 'audit' first rather than to send an 'ugly' solution, as I believe the coder staff can provide a much better one. Well... Unless this 'audit' option is not really for real usage... But if this, I think someone will answer that very clear. And then I will post a diff as you pointed out. I've edited https://code.wildfiregames.com/rP19674 and added that I can send this diff anyway, if ok. Thanks!
  29. 1 point
    Hi @Angen! Reading that page, I think 'audit' is the way to go! I will sign up, search that commit and try to post an 'audit' first. Thank you very much!
  30. 1 point
  31. 1 point
  32. 1 point
    Got it working after a lot of fixing of the mod. lol. It's pretty neat. You need Delenda Est as a dependency.
  33. 1 point
    https://github.com/Skhorn/0AD-map-pack/tree/master/acropolis-of-athens, Beware, it may crash on start up
  34. 1 point
    Would be nice though to have snap-to-grid building placement in the options... (has been proposed/discussed before, I don't remember the reason why this is undesirable and still don't see it, at least as an option it wouldn't hurt anybody)
  35. 1 point
    http://trac.wildfiregames.com/changeset/18265 http://trac.wildfiregames.com/ticket/2324 I test this with the infantry_death.xml variant file by name the deaths like this: <variant name="Death"> <animations> <animation file="infantry/general/death/inf_02.psa" name="Death1" speed="700"/> <animation file="infantry/general/death/inf_03.psa" name="Death2" speed="500"/> <animation file="infantry/general/death/inf_04.psa" name="Death3" speed="400"/> <animation file="infantry/general/death/inf_06.psa" name="Death4" speed="500"/> <animation file="infantry/general/death/inf_07.psa" name="Death5" speed="400"/> </animations> <props> <prop actor="props/units/blood_01.xml" attachpoint="root"/> </props> </variant> Death1, Death2, etc. as the ticket and commit claim. This does not work and give me many headache when I tried to make it work. I was making my own variant files and naming the animations these way and it would not work. Spend 2 hours trying to make it work only to fail. So, I tried to change the names in existing variant file and behold it did not work either*. So the feature is a bug. It is very important for enrique's awesome new meshes and animations that this feature work too. By "not working" the dude just stood there while the prop went ahead and did the animation.
  36. 1 point
    If you're talking about the projectile error, I've just committed a new model that will fix that.
  37. 1 point
    Thanks for reporting this. The issue is resolved in r11695.
  38. 1 point
    Welcome to the forums. All the code needed for this task should be in gui/session/. The files you are looking for are session.js (contains g_IsNetworked to check for a network game), session.xml for the gui placement and function calling and menu.js for the menu code. And if you have finished this task we have a list of starter task (those can get you accustomed to our codebase).
  39. 1 point
    r11471 makes it possible to control domestic herd animals. This does not add support for capuring those animals.
  40. 1 point
    Yeah, herd animals, like goats, sheep, cows, etc.
  41. 1 point
    So animals owned by the player should respond to move orders? Should probably take a look at that.
  42. 1 point
    Actually it's not. The current behavior is not ideal. They should act just like captured sheep in AOM or AOK.
  43. 1 point
    That is currently being worked on. The related ticket is #1210. As far as I know it is a design decision that you can not controll animals. There is a ticket for this too (#795). I hope I have answered your questions.
  44. 1 point
    It is planned that only one (maybe of a type) hero unit can be built at a time.
  45. 1 point
    I fixed the wiki article but just in case you find something wrong or incomplete in the wiki you can edit the wiki yourself.
  46. 1 point
    Is by any chance some of the folders .config or .local in your ~ directory owned by another user (usually caused by running programs that write there as root)? Did you build it with makepkg and install it with pacman? The saved games are stored in ~/.local/share/0ad/saves/ (or $XDG_DATA_HOME/0ad/saves if you changed that environment variable) so you should check the file permissions of that folder.
  47. 1 point
    Inspired by the Build on FreeBSD thread i decided to try and build 0ad on OpenIndiana. I'm currently doing this in a x86 VM. Add SFE repository pkg set-publisher -p http://pkg.openindiana.org/sfe Needed packages g++/wxwidgets (from sfe) (the graphics/wxwidgets version misses a gl library) gcc (from sfe) subversion boost openal system/header header-math gettext (for pkg-config) developer/library/lint other needed packages like libxml2 are included in the default install. After installing these packages checkout the svn repo with svn co http://svn.wildfiregames.com/public/ps/trunk/ 0ad and apply the patch i created to get fcollada to build without errors. NOTE: The spidermonkey build still fails but i'm trying to fix those errors too. EDIT: The error messages from spidermonkey In file included from ../v8-dtoa/v8.h:47:0, from ../v8-dtoa/conversions.cc:30: ../v8-dtoa/platform.h:70:5: error: expected unqualified-id before '__extension__' In file included from ../v8-dtoa/platform.h:77:0, from ../v8-dtoa/v8.h:47, from ../v8-dtoa/conversions.cc:30: ./dist/system_wrappers_js/stdarg.h:2:37: error: expected declaration before end of line gmake[1]: *** [conversions.o] Error 1 gmake[1]: *** Waiting for unfinished jobs.... gmake[1]: Leaving directory `/home/test/build/0ad/libraries/spidermonkey/js-1.8.5/js/src/build-debug' gmake: *** [default] Error 2 ERROR: SpiderMonkey build failed EDIT2: I managed to get nvtt to build (while using the same header file as linux...) The patch to get nvtt to build and for fcollada is openindiana_support_fcollada_and_nvtt-2012-01-07.patch EDIT3: fixed wxwidgets dependency 0ad-openindiana-support-fcollada_2012-01-07.patch openindiana_support_fcollada_and_nvtt-2012-01-07.patch
  48. 1 point
    Thanks. I think it should work without any real problems if all the dependencies are satisfied. When there is a .iso of StormOS available it shouldn't be a lot of work to get 0ad running (due to the availability of the Debian repositiories). Now the promised patch for 0ad on OpenIndiana: openindiana_support-2012-01-12.patch is applied to the clone of the svn repo. openindiana-support-spidermonkey-2012-01-09.patch is applied to 0ad/libraries/spidermonkey/js185-1.0.0.tar.gz (NOTE: i saved it as js185-1.0.0-leper-fix.tar.gz as it is referenced in the other patch) To build 0ad (Building Atlas is not working at the moment) cd 0ad/build/workspaces ./update-workspaces.sh -j3 cd gcc gmake Collada pyrogenesis config=release -j3 Now we just need to fix a misnamed library (I don't know where to put that in the buildfiles as I am not sure when this file is copied there): cd ../../../binaries/system # or cd to 0ad/binaries/system ln -s libmozjs185-ps-release.so.1.0 libmozjs185-ps-release.so In an ideal world we could now just run 0ad with ./pyrogenesis but since that complains about not found libraries we need to specify those to run it: LD_PRELOAD=./libmozjs185-ps-release.so:/usr/g++/lib/libboost_signals.so.1.47.0:/usr/g++/lib/libboost_filesystem.so.1.47.0:/usr/g++/lib/libboost_system.so.1.47.0:./libenet.so.1:./libnvcore.so:./libnvmath.so:./libnvimage.so:./libnvtt.so:./libCollada.so ./pyrogenesis
  49. 1 point
    I finally managed to get 0ad to compile. I'm currently cleaning up my edits and I am trying to edit the build scripts to make an easy build possible. I will release a patch here once I finished that.
  50. 0 points
    Dear members of the treasury committee, With some delay, please find attached the details of expenses engaged for FOSDEM 2019 in February. Five members of WFG were able to attend and to spread the word about the game. Just like last year, I propose to have SPI send the money to me, which I will immediately forward to the attendees, in order to minimize the number of transactions. We are looking forward to reading your reply and we are happy to answer any additional question you might have. Itms, on behalf of the attendees. FOSDEM-2019.pdf
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