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Itms

0 A.D. Project Leader
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Everything posted by Itms

  1. We have applied, and we will share an announcement to look for students if we are accepted Thanks for starting the thread @Mina, that matched the plans perfectly!
  2. I think that the main issue here is a platform issue as Stan points out. There is no guarantee the fonts will be present in all Linux distributions. I think you should contact the package manager of your distribution and ask them to look into using such a dependency, which would indeed be desirable from the user perspective.
  3. This year again, 0 A.D. will be at FOSDEM, in Brussels, this weekend! FOSDEM is “a free event for software developers to meet, share ideas and collaborate”. It attracts thousands of people and we hope to make 0 A.D. known to all of them. We are going in full force to the 2019 edition. bb, Itms, implodedok, plumo and vladislavbelov will be present at our stand, level of building K. We will have a lot of goodies for you! Additionally, vladislavbelov will give the closing talk of the Graphics devroom on Saturday afternoon, and Itms will give a lightning talk on Sunday around noon. Don't hesitate to see other talks, but do save these slots in your personal schedule! If you cannot, unfortunately, make it to the event, live broadcasts and video recordings of the talks will be made available by the FOSDEM organizers. We will also share some photos of our booth on social media. Here's to an awesome weekend! - Goodies await!
  4. Yes definitely, seeing that they credit us properly they should be happy to license properly Can you contact them? Else I'll probably have some time for that after this weekend. As a side note, it's funny that they use our textures when it's the thing our artists are the most dissatisfied with
  5. Yes, downloading binaries such as images should always be done carefully. Adding a link to the mod.io page would certainly be interesting, and improving the overall look would be great
  6. There is no policy so far, but I don't think we would have an issue with them (we might need them anyways, because we are not going to restrict the gameplay on the basis of attested names for buildings and units). If we have a documentation with the source, of course, it would be important to mark the forums as reconstructed there. But in the game they don't need to be marked as such. I have Sanskrit resources for Mauryas.
  7. I agree with you Nescio, except on the υ bullet point: ευ is not ε+υ, it is a single grapheme. So deciding to transliterate this grapheme into eu while transliterating the grapheme υ into y would be possible. Same thing for αυ, ου, ει, etc.
  8. Hello Dok, and thank you very much for your application! Welcome to the community We would be very interested in a contributor in the area of documentation. More specifically, we need two kinds of documentation: Documentation for players, just like the Game Bible you are showcasing above. Please keep us updated about this guide! Technical documentation, for contributors, modders, etc. You don't seem to propose your help in this area, but you seem to have the perfect skills for it, and we would really need a hand there. Would you be interested by any chance? For both matters, I think the best place for you to get some work to start contributing would be the IRC channel: #0ad-dev on QuakeNet (use this link if you don't have an IRC client). Most people there, including me, are in European time zones though. The forums here are still a great place to chat with the community, especially if you want to find enthusiasts for your game guide
  9. A reference of the Greek transliteration conventions we use would be this commit from me: https://trac.wildfiregames.com/changeset/16666 Since then, the Seleucids were completed, so there could be a new commit in that fashion. But I still haven't gotten around writing a comprehensive document for transliteration for all the ancient languages in the game I had started it then, but sadly didn't go further than this commit. Are you comfortable enough with software to propose patches?
  10. This is old, I didn't work on this myself, but merged a patch by Phormio: https://code.wildfiregames.com/rP19529
  11. The PPA will also contain the correct or compatible versions of dependencies if the ones in the official tree are not adequate. You don't have to worry about this as a user. The downside of compiling yourself is actually having to also compile dependencies when they are outdated in the package manager (typically, libsodium). The gloox minimal required version really cannot be reduced, because we had to make upstream include fixes, and we will need other fixes on their side, so we really need to use the latest version and will continue needing that.
  12. This is not expected at all: the game builds and runs on Ubuntu LTS. You can follow sarcoma's guide above. However, the PPA maintainer indeed has an issue building the game on the Launchpad containers, we don't know why yet. There should be an update for 0 A.D. on Ubuntu LTS as soon as possible, but it will be quicker for you to build the game.
  13. To make sure you have both the same versions, in the main menu, you should both have "Terms" in the hardware reporter, bottom right of the screen. If you have the same versions, but still see different lobbies, one of you probably has a modified user.cfg with another lobby.
  14. @soshanko It sounds like this is your antivirus trying to get rid of the game. Which one do you use? You can probably whitelist pyrogenesis.
  15. Are you sure the current version of the file isn't used by some process? There is a chance the game didn't stop properly. You could restart your computer to test. The other option that comes to my mind is not enough space on your disk (either the disk where you are trying to install, or the disk where your temporary folder lives).
  16. The ppa should be updated soon, I got to chat with ricotz yesterday evening. I guess he's AFK because of Christmas, but you can expect the PPA to be updated after the celebrations.
  17. Wildfire Games, an international group of volunteer game developers, is happy to announce the re-release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. This version is a maintenance release. Blocking bugs were fixed and security and legal issues were addressed. The gameplay remained untouched, and both versions of Alpha 23 are multiplayer-compatible; however we advise you to upgrade to benefit from the following fixes. The team wishes to apologize for the delay in re-releasing. We have addressed other issues whenever we couldn't make more progresses on the game itself, so the re-release has not been a completely negative procedure. Easy Download and Install Download and installation instructions are available for Windows, Linux, and Mac OS X. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license). Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Improvements Multiplayer lobby Major fixes: Hosting and joining games on the lobby now works reliably on macOS. Lobby lag and freezes have been fixed. Measures have been taken to prevent lobby denial-of-service attacks. STUN cannot be abused to make clients crash anymore. Game start times have been improved (by up to 10s) when no AI players are present. This prevents disconnects on game starts. Quality of life: Lagging players can be reported at game start. Disconnects and quits are better handled during game loading. The "I'm Ready!" status can now be reverted by right-clicking the button. Hosts can no longer start games if some player is not ready. Auto-completion of chat messages in the game setup has been improved. Network synchronization Out-of-sync (OOS) issues arise when the clients of different players compute the simulation differently. Our OOS debunking work flow has been improved. Specific OOS issues on game rejoin have been resolved for the Danubius map and for square maps, as well as after double-clicking on the "Start game!" button. Kushites in-game text During the Alpha 23 release, Transifex (our translation platform) had not updated a few resources, resulting in some localized in-game text relating to the Kushites not appearing in the game, despite the hard work of our translators. The missing strings now appear in the game. GDPR compliance The European General Data Protection Regulation (GDPR) came into effect on May 25th, 2018, just as we were releasing Alpha 23. We decided to take the bull by the horns and to continue working on the re-release by making 0 A.D. compliant and more secure. All the sub-services that collect personal data from you now feature a Privacy Policy and updated Terms of Service and of Use. To continue playing the game, you will have to accept all future modifications of those policies. In a few days, we will release the Privacy Policies of our websites to make them GDPR-compliant as well. New privacy policies For more information, now and in the future, please see the related wiki page: https://trac.wildfiregames.com/wiki/UserDataProtection Security The lobby server was upgraded to the latest versions of its distribution and software. The lobby client now supports the TLS cryptographic protocol. Lobby authentication is now required (new feature of A23). Secure HTTPS links are now used wherever possible in the game. Miscellaneous Lobby buddies are no longer printed in the main application log. A build issue on Arch Linux has been resolved. Support of biomes in map previews has been fixed. mod.io status update Alpha 23 saw the launch of mod.io, a platform for hosting and sharing mods, which allowed us to build a mod downloader inside 0 A.D. A few months later, we can say that this launch was a massive success! We went over the 10k downloads milestone, and at the time of writing, we are steadily headed towards the 50k one. We warmly thank the modders for their incredible work of making their mods work with A23, and uploading them to mod.io. It is thanks to them and the players that 0 A.D. is #1 on the platform! Don't hesitate to subscribe there if you want to receive notifications about new mods and secure our place on the platform. Support us The work is still in progress and can use every helping hand. We are looking for programmers, especially those interested in improving our game engine (written in C++), and most notably its graphics pipeline. Javascript programmers are also welcome to help develop the game mechanisms. Artists are always needed: in particular good animators and environment artists who could give our terrain textures a boost, and create more eye-candy. You can also help with translating the game in your language at Transifex, by donating, or simply by spreading the word around you. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat. Subscribe Contact info for press, bloggers, etc.: aviv@wildfireAETHIOPIAgames.com without the capitalized name Herodotus used to designate the Kingdom of Kush.
  18. The revision is indeed correct (21935), it's the date that is funky: 21935 was 30th of November. Apparently, (ps/scripting/JSInterface_Debug.cpp:64) // To be exact, the date/time returned is when scriptglue.cpp was last compiled, but the auto-build does full rebuilds. but that hasn't been the case for a very long time. JSInterface_Debug.cpp (yes that is the current name of the file ) is touched regularly, hence why we didn't notice before. Thanks for noticing
  19. Uh, what platform are you on? That is a strange glitch. It should be automatically updated when we build the game.
  20. The Release Candidates for the re-release of A23 are ready! https://releases.wildfiregames.com/rc Please test them as much as possible to ensure a great release. You can test everything you can think of, not only the points listed by Stan above. In case you find a bug, please make sure to tell us on which platform, including the version (for example, Windows 7, or Debian Stretch, or macOS High Sierra). Thanks in advance!
  21. The Release Candidates for the re-release of A23 are ready! https://releases.wildfiregames.com/rc Please test them as much as possible to ensure a great release. You can test everything you can think of, and if you run out of ideas we can give you a checklist. In case you find a bug, please make sure to tell us on which platform, including the version (for example, Windows 7, or Debian Stretch, or macOS High Sierra). Thanks in advance!
  22. Don't take it against you @xan2622, I think FeXoR is using "spam" with the meaning of "frequent messages I am not interested in", not "unwanted messages". But it is not inconsequential to buy games to a portion of the price while we know the game industry is competitive and difficult for game developers. With 0 A.D., we are doing for fun and for free something that is hard work for professionals, so there is a risk that we confuse free games made for fun, and games that are made free by the competitive market while people try to live of them. I think that is what concerns FeXoR. And the FLOSS community in general is not really a big fan of late stage capitalism, especially in Europe But let's stop with the politics: I like this thread and getting intel about good offers!
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