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Itms

WFG Retired
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Posts posted by Itms

  1. Hello Erutuon and thanks for this work! I will study this proposal with the help of my books when I have time (i.e. after A17 release).

    I hadn't checked the ancient translations before recording them but we have, indeed, some of them I can't find in my dictionary, so they are either wrong either uncommon and we should update them (σιαχνω is a good example).

    Thanks for working on this!

  2. Hello Erutuon, and thanks a lot for the input on this! I'm French so I'm not a native English speaker at all, I'm quite surprised you thought I was, because I don't see how I would pronounce Greek with an English accent :P

    I'm actually aware of all this, and I didn't try, indeed, to add the pitch accents, because I'm not used to pronounce them and I was afraid they would remove some authenticity because of my lack of practice :)

    I'll try to improve the recordings that way.

    I'll also try to insist on the vowels length, this time the problem was the pace. My first attempts were really slow and boring to hear and I put the vowels length a bit aside, I'll see what I can do.

    Finally, about aspiration, I did try to capture it but it's hard to ear it in the recording, and too much aspiration is bad for the sound quality...

    I'll come back with new recordings when the work on the new 0AD release is behind us, I'm also commenting on the other thread, thanks again for your professional advice!

    • Like 1
  3. * Construction progress not shown on fogged foundations.

    If you mean the visual actor ascending from the ground, yes I know, I didn't investigate though. See next bullet points...

    * Can't delete foundations placed in fog of war unless they are visible, but why?
    * ...unless you place a foundation in a visible area, then open the delete confirmation window, and the foundation becomes fogged, then you can delete it, but it will reappear until the area becomes visible again. If there's a gameplay reason for not deleting foundations in FOW, I guess it should be verified in Commands.js. In that case, the kill button in the UI should also be hidden.

    ... now the foundation placing system is quite bogus with respect to the new FoW, I'd like to redesign it somehow (#2710) but I think the current state is still acceptable. Please tell me if you disagree.

    * Got this warning once, not sure how to reproduce it yet:

    WARNING: JavaScript warning: __internal(32) press line 0 reference to undefined property g_Selection.toList(...)[0]

    No idea

    * Hovering status bars (for health, etc.) aren't visible on fogged entities, not sure if this is intentional since it worked in previous releases. Note that it's not really accomplishing anything, because I can still see the health of the entity by clicking on it.

    This is half intentional, I found it rather logical, given that we lack information about the actual state of the entity. Your point is valid though, I will fix this when I can.

  4. Also, one thing we need to know is the version of 0ad you use (svn or regular release). Knowing your OS is also essential, but that will be in system_info.txt.

    If that happens during a game, and not at launch or something, don't forget to add the commands.txt corresponding to the game you were playing (in the sim_log folder).

    Is it the first time (or one of the first times) you play 0ad?

  5. I'm willing to continue gudo's work, as he seems to have discontinued this (gudo, if you drop by and want to continue yourself, don't hesitate! you know better than me the current state of this).

    I'm currently updating the list with contributors mentioned since gudo's last intervention, and I'll also add some patch writers I remember, credited in commit messages.

    NOTE: I won't add any translator's contribution here because I think this is to be discussed (with languages coordinators, specifically). I'll create a topic for that soonish. :)

    • Like 1
  6. During the last meeting we also agreed this idea was good.

    IMO there are not many differences between the two ideas: they both focus on the development state (it's been 5 years / we're mature and we have mods) and not on the gameplay, which is logical because of the lack of one big feature.

    To me Quercus just sounds prettier, but obviously not everyone will agree, it's a personal feeling.

    And I'd disagree about "Expanding the modability of the engine can happen every day of the week", the mod selector is one huge change in the process of separating pyrogenesis from 0ad.

    • Like 2
  7. I'd like to support the proposition "Alpha XVII Quercus" for several reasons.

    1) Well, it's a word beginning by Q and I really think we've covered up the wide majority of possibilities. Latin is, as said before, the only language with Qs so we're kinda stuck. Nobody proposed Quirinus, a really important Roman god, but I don't see a reason with we'd choose that.

    Now for the serious thoughts :P

    2) I like the image of stability and maturity of this tree. A17 will be essentially a bugfix release, so I think that fits pretty well.

    You will say: "wut? a bugfix release? there were a ton of new features!", so what I mean is that we don't have a central huge feature (like internationalization for a16). I don't say there is nothing new in a17, all the contrary.
    On the other hand, since a16 release, the modding activity has been increasing dramatically ;) and for this reason the mod selector will be realeased in a17. So, I think mods are important. Thus...

    3) ... I also like the image of the tree with a trunk which grows and allows branches to develop. I find it really interesting to compare that to the development of our game, which now allows an active community of modders to make the gamers' experience even richer.

    Would you agree with me about all this?

    • Like 6
  8. I took a look at your mainlog but the only useful thing in it is that it fails after the config init.

    First, I was wondering why you had entitled this forum topic like this: did you experience problems downloading the game?

    I suggest you uninstall the game, and remove entirely the game's folder before reinstalling (maybe it's just a bad install). After uninstalling the game, go to C:\Utilisateurs\poste\AppData\Local\ and remove the folder "0 A.D. alpha" if it's still here. Then try to reinstall and tell us if it worked.

    Thanks in advance :)

  9. Well, you should reboot if you don't do it regularly, and if it doesn't work, reboot in safe mode, or use the command line, or replace the locked file by a dummy file... There are a lot of tricks like this across the Internet :)

    Having the game's files locked explains your previous installation problems, btw.

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