Leaderboard
Popular Content
Showing content with the highest reputation on 2014-04-10 in all areas
-
+1 We need to discuss in deepness that destruction stuff. There are good possibilities. A lot of games have interesting stuff.(Die Siedler, Knights And Merchants, Cultures 2, Medieval 2...)1 point
-
1 point
-
Salute. Don't worry about that. Understood. Blender files (version 2.69): wolf_animations.zip1 point
-
The armor can be done in the same file. The reason that you don't see them is because the're already defined in a parent template. In the parent file of the roman ballista you'll find this: <Armour> <Hack>2</Hack> <Pierce>30</Pierce> <Crush>10</Crush></Armour>You can adjust these values in the child template, using the same tags (child values override parental values) You might find this tutorial useful (although it doesn't directly deal with armor and other stats) http://www.wildfiregames.com/forum/index.php?showtopic=183961 point
-
I did a throw to the design mockup: It is taken from the Empire Earth tech tree modifier for scenarios As you can see there are two columns. One with disabled mods and one with enabled mods. Using the buttons in the middle you can change priority and enable/disable it. Clicking the "+" gives additional info on requirements and stuff. Green means that the requirements for the mod are met, red means it doesn't. It only needs a starting button, but I think it's a handy approach.1 point
-
Note that "W3 schools" has no relation with the official W3C (unlike its name suggests). Sometimes there are flaws in their specifications. It's good for an introduction tutorial, but nothing more. For reference material, I advise https://developer.mozilla.org/en-US/docs/Web/JavaScript (obviously good for SpiderMonkey we use, but it also documents all other major browsers). Also see http://www.w3fools.com/1 point
-
I'm just feeling guilty while all the rest of you are busy posting/ helping each other out, I'm sitting my @#$% off (albeit with work). I have transferred the file to my mobile, and will start reading it. EDIT: Linked is my research notes for the Viking Longships. https://dl.dropboxusercontent.com/u/47464522/viking%20research.pdf1 point
-
After Aristeia may can be good Add more other cultures may be from other córners of the World. The new World, Australia and oceanian cultures. Or all wants American Natives are very cool. In Aristeia we recopilate others works based in a single civilizations and merge whole in a same project. That why I'm interested inn kimball and mesoamericans projects even in mythological bring lots of players.1 point
-
1 point
-
Scripting allows features like automatic downloads of maps, missions and even AI scripts or GUI mods. We can still restrict this to allow some of these types, but compared to compiled native code it can be delivered over the web in a relatively secure and fully portable way. I don't see how this could be achieved by C++. C++ code is always compiled for a specific target platform (you can't load a .dll from Linux). Also it would be quite hard or impossible to limit the possibilities and make executing untrusted code relatively secure. 0 A.D. has always been designed for modding and scripting is also important to lower the barrier for new modders. C++ is not the preferred language for modding because it's quite hard to learn and easy to introduce bugs. I'm quite sure we find a solution with Javascript. Part one of the plan is figuring out how far we can push Javascript performance and where the limit is. The second part is finding solutions for these limits like providing native C++ functions for the scripts.1 point
-
1 point
-
1 point
-
Hey Strannik, Sorry I missed somehow your previous post. I'll take a look to the files soon when I get home and give you specific feedback EDIT: Its always better to post blend files sice exporting animations is fairly quick and is easier to check them in blender before exporting to .dae and setting them up in.the wolf actor1 point
-
Files in mods overwrite files in the public mod. So it won't change if the public file changes. But JS is very modular. The OO paradigm it uses is based on prototypes, which means you can extend the prototypes in other files too. F.e. if you want to have a separate attack function, you can just have a file with Attack.prototype.newFunction = function(a) { /* body */};You can use the above thing also to just redefine an existing function when needed. In this case, you don't have to copy the entire file from the public mod, and you'll automatically inherit changes from there, as it won't overwrite existing files, but only extend existing prototypes. When a change happens to a function you've redefined, you will have to update that manually. But there's nothing we can do against that. The only thing you have to watch out for is that your file is loaded after the file in public (else it would try to extend a prototype that doesn't exist yet, and crash badly). The files are loaded alphabetically. So you could either append something to it, like call the file "AttackMyMod.js" (the 'M' is sorted after the '.'), or use lowercase letters (lowercase is sorted after uppercase IIRC).1 point
-
A wizard might indeed be a nice thing to have, probably best to wait a while before implementing it though so we know all the features and can plan how it should work a bit better than having something using the features we have now and then add on other things later (and risk that they just feel tucked on at the end or something). Could you describe a bit more how you envision the layers? Something more like an outline of all the things in the map file? (Could probably more or less just be a more organized/visual display of the contents of the map file.) Or something else entirely? (Layers as in texture layers over each other?) I don't know enough to say for sure, but a map texture function seems reasonably difficult to implement as the texture is set per tile iirc, so it would have to convert the file you'd load into many separate texture files and try and match them together etc. Maybe it's possible, and the terrain texture system might be rewritten anyway as it's nowhere near perfect the way it is now, but it certainly sounds difficult to me. Random map generation is included in Atlas: It does require you to set up players in the players tab before running the map generation, but that's what the "Change players" button is for1 point
-
Hi all, Sorry for barging in a bit late on this discussion, I did not see this until now. First a few words about where I'm coming from: I have been working as a localizer for 2 years now both professionally for proprietary software and as a hobby for Opoen Source, and I can't wait to get started translating this game into Scottish Gaelic If I may make an observation from past experience and hair-pulling: Whatever you do internally, I strongly recommend presenting translators with PO files. This is why: Access to translation memories and easy cooperation PO files allow you to use translation memories and put them up on sites like transifex (yes, Transifex allows you to download and reupload the files for offline editing, just like Launchpad). Plural handling Gettext implements proper plural handling. How do you intend to implement plural handling? Just to give you an example for why it's needed - if I would use Gaelic grammar on an English example, I would get: 0 fighter 1 fhighter 2 fhighter 3 - 10 fighters 11 fhighter 12 fhighter 13-19 fighters 40 ... fighteras opposed to English 0 fighters 1 fighter 2 ... fightersSpellcheckers Also, PO files can be used with tools that support hunspell, like Firefox or Virtaal. Personally, I will be translating into a minority language and will be grateful not to have to copy/paste everything into LibreOffice in order to gain access to a spellchecker. Easy reference to the English source text Seeing the source and translation string side by side greatly speeds up the process. There are only 2 people active in the Open Source community who are qualified to localize into my language. So, I will have to translate the complete game on my own and saving time will be essential. With some translation projects, I found it helpful that I could easily see which line in the source the string had come from. Also, as has already been mentioned, programmers can add comments that will be picked up by gettext. Instant testing of your translation in-game There is one problem with the text2po conversion approach: How does the average translator who does not run a Linux machine test their translations in-game? If you'd just use gettext, easy-peasy, save as MO and drop your translation into LC_MESSAGES and Bob's your uncle. Some notes concerning programming issues If you're worried about strings being spread out to much e.g. for a campaign, that would depend on the design of your campaign config files if they are spread out or not? Maybe you could chat to the devs at Wesnoth who have a very workable solution also for mods, using multiple gettext domains If you're using XML, check out Intltool. If you mean strings like "foo %s bar", they actually are the easiest way to adjust the word order in the target language, if a placeholder can't be avoided. If you absolutely have to have your own format, talk to the OpenTTD people. They have a working format that does plural, gender and case handling, and they have a web translator as well. Please let the user select their language in the GUI And one final request, please do implement a language option in the menu. Detect Locale is fine for language pre-selection only, trust me on this. Thanks for listening to my long ramble1 point