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Showing content with the highest reputation on 2013-09-05 in all areas

  1. i am with you guys for more than 2 loving years now. i wanna give you any help i can. i think we'll achieve this fundraising campaign. i made the best experiences with indiegogo!
    2 points
  2. The release page looks great, and the IndeGoGo campaign was done very well. Very nice!
    2 points
  3. Hey! I recently got 0 A.D. and I wanted to play this with my friends! We decided we wanted to make some custome civilizations for the game. So, I would like to know how to go about doing this, links to tutorials or source code would help! If you know please tell me!
    1 point
  4. I searched for it, but didn't find it immediately (it probably needs a more awake version of me). But I logged it here so we don't forget: http://trac.wildfire...com/ticket/2106 If you want to join development, you don't have to know C++ (my c++ isn't spectacular either), you can join #0ad-dev on quakenet, where most of the discussions happen (you get to learn the source code that way). If you have a feature you want to implement, or a bug you want to solve, please also ask for some input on IRC. We'll be happy to help you (and our future selves).
    1 point
  5. I would like to see the commit that fixes it. As I have mentioned before, I am a programmer by trade, so I should be able to fix my copy if I know where to look. I would honestly try to join the team if I had any knowledge of C++ and time to devote to the project, I just finished my Bachelor's in June and started my Master's in July.
    1 point
  6. Backport is a software repository for updated packages coming from newer versions of Ubuntu/Debian.
    1 point
  7. I may ask a backport but it need to be on Debian first, and then on saucy, the development version of next Ubuntu. I'll ping the Debian maintainer. EDIT: done.
    1 point
  8. Currently, ships don't move by themselves to let you garrison units. You need to move the ships by themselves. There is a patch that would take care of that, but there are still problems with it (the ship takes the wrong shore, the computation is very heavy etc), so it could still take a few iterations before it works. Until that, you have to guide your ship to the units and back.
    1 point
  9. If you want to mod on the game, the best is to work with the svn version, so you always have the latest files (and you can notify us when something is going wrong with your mod). Here's the process to get the SVN version http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide After that, creating a civ requires two main steps. One is modelling, texturing and animating new units and buildings. That requires that you know your way around with blender. Once you're able to make textured blender models, you can probably ask help of an artist to get it exported to the game. The third main thing is that you need a template for each unit with their gameplay values (armour, health, attack strength, speed, size ...). That's all told how to do more or less in the wiki. If you find out something new that could be handy for a newbie modding, you're also welcome to add it to the wiki. But as it's such a big task, if you really want an original civ (with original buildings and units), you probably need to be part of a team.
    1 point
  10. Yep i have the same error, but even I can't garrison my troops on ships!!! I tried the new naval map on the homepage, and i couldn't board the ship with any unit... By the way: It's really nice! i love the vegetation on the houses! and the graphics!
    1 point
  11. There has to be an easier way to get a list of the contributors for the IndieGoGo project than just constanly clicking "Show More Funders"... That makes for very tedious process. Future project: Condense all the donators into one list and remove duplicate entries?
    1 point
  12. Way to go with Alpha 14!!! Works really well in ubuntu 13.04 (compiled it from source). Much faster than A13 and even more fun! Have played it briefly multiplayer too and didn't have any issues over internet with a windows client and ubuntu host. (retracted the GC sucks comment).
    1 point
  13. Great wrap guys! Can't wait to have our multiplayer party this weekend!
    1 point
  14. Great to see your optimization a RedFox! Your technical descriptions are interesting. Keep it going !
    1 point
  15. You sure have a tendency to ask for stuff that no developer thought about implementing before.
    1 point
  16. The profiling data captures about 1 minute, resulting in a 1GB data file. It takes roughly 4GB of ram to process that data. So at best I think I can capture ~2 minutes before it becomes impossible to process the profiling data. Perhaps if I load a savegame with some intensive AI action...?
    1 point
  17. The aim of Desura is to provide gamers with a dependable interface which delivers the content they want to play in the quickest cross-pc way possible. At its heart is a digital distribution application which can serve (and patch) games, mods and addons to its members. Desura plataform Publishers Would you like to own your digital distribution? Contact us for a live tech demonstration of Desura and how we can provide you with a store ready to stock and sell your games. Or download our pitch. Developers Are you building your game and want to integrate a powerful API with cloud, stats, achievements quickly and easily? Or perhaps you want to start promoting your game prior to release. Desura + IndieDB and ModDB can help kick start your project and see it through to completion. Contact us to begin the publishing process. Gamers Craving great games? Look no further than our catalog of free and paid content. Join in with the community, and your friends - as we aim to make Desura an open place for gamers to communicate and have fun finding titles to play. The Desura game client is not only available for open-source-loving players, but also now for developers. They've released the client on Github as Desurium under GPL v3
    1 point
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