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Itms

0 A.D. Project Leader
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Itms last won the day on March 27

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About Itms

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    Natural Philosopher

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    Nicolas
  • Last Name
    Auvray

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    France

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  1. Itms

    Water Redness

    @gameboy Check all the boxes like in the screenshot and click OK, then update your copy and rebuild.
  2. Itms

    Water Redness

    Hi gameboy, the Windows autobuild is stopped for a few days for an upgrade. You can build the game if you want to get the fix! Sorry for the inconvenience
  3. Hi, yes, the autobuild is down for some days, we'd like to build with VS2015 on it. Happy to see it is that useful for you, we'll try to make the downtime as short as possible
  4. Looks like a very nice tool indeed. Don't hesitate to add it on the wiki! The bottom of the EngineProfiling page is probably the best place for it.
  5. Done! Thanks @Alex from Intel for the work and the write-up! We'll let you know about improvements to these parts of the code
  6. 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
  7. If it's the TLS bug, we'd be happy to have a backtrace, because currently it only happens on macOS (fixed in the development version) and on recent Fedora (not yet fixed, so every bit of extra information is welcome).
  8. He used an old promotional video from WFG instead of trying the game
  9. Common Mistakes: name/label confusion in mod.json - for instance https://0ad.mod.io/ja-lang "name" should be a lowercase identifier, it usually matches the URL of your mod on mod.io: for instance "ja-lang" "label" is a human-readable name, it usually matches the title of the mod on mod.io: for instance "Japanese Language Pack" top-level extra directory. Your zip should contain directly mod.json and the rest of the files, it should not contain a sub-directory with the files. The best way to avoid the issue is to use the archive builder. In order to test whether you made the mistake, try opening the mod with 0 A.D. If you land on the mod selection page and your mod was added to the list (appearing in green), things are good.
  10. Welcome! @Doktoreus is still active and looking into some parts of the documentation, but we will never have enough contributors in this area, so feel free to start proposing content and an application. I second elexis in pointing out that we'd like to know which part of the documentation you are interested in (the technical one, or one aimed at players).
  11. Follow the steps in this guide: https://trac.wildfiregames.com/wiki/BuildInstructions to get the development version of the game. No need to build anything. Then, locate the translation files (everything starting with your language code) under binaries/data/mods/public/l10n/. There are a few strings translated using files in binaries/data/mods/mod/l10n/ and binaries/data/l10n/. Put them in your "user" mod (locate it using https://trac.wildfiregames.com/wiki/GameDataPaths), in a folder /path/to/your/mods/user/l10n. Yeah, we could easily package a mod with the incomplete translations on each release.
  12. Ah I see what you mean. But the engine does not weigh 2GB, so it can be updated just by downloading the new version. The public mod, on the other hand, is identical on all platforms, and could be updated incrementally in theory. Splitting the public mod into smaller pieces (the art aside, typically) would help, because we could release small balance patches not touching the art, hence just modifying a small zip file, and launchers like Steam would be able to make users only download the changed file.
  13. What do you mean Stan? Are you thinking about package managers? To answer the top post, it would be doable but difficult. We could include a torrent client in the engine so that the game contents, especially the large assets, are updated efficiently. But self-upgrading the engine would be even more involved. Not even speaking about the security issues we would have to prevent. I think the simpler way to do it would be to use a separate launcher for the game. That already exists (see Lutris for instance, on Linux) and, when the game is released, you will be able to use Steam or your preferred game launcher, since we will try to launch on as many platforms as possible. There is very little point in creating our own dedicated launcher.
  14. In theory, you will need to wait for a release. If you want, you can get the translations from the development version and use them, but they won't work if some strings in the original English were deleted or modified between the last release and the current date.
  15. Hello! It all depends on the historical period you want to focus on. In particular, since you seem to focus on Turks, there is no civilization in the time period of 0 A.D. that can be directly linked to modern Turkish culture. You may want to take a look at the Millenium A.D. mod which could include the Seljuk Empire, the Sultanate of Rum, or even the emerging Ottoman Empire, in its part II. Similarly, for Chinese powers, the Han dynasty is present in Terra Magna, but other dynasties could be added in other mods with other time frames (Tang/Song in 1000 A.D., etc).
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