Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-10-04 in all areas

  1. Hello everyone! As you may know, we're in the process of releasing the next alpha version of 0 A.D., Alpha XVII Quercus. Throughout several phases, we prepare the release to offer you a top quality, playable version with brand new features. For two weeks now, we've been in what we call the feature freeze. The idea is to stop adding new features, and focus on remaining bugs that could harm the players' experience. To spot bugs and fix them, we organized some Staff Multiplayer sessions the past weeks, but today, we'd like the entire community to lend us a hand and participate to this session! How to participate: This might be a bit tricky, but you'll have to install the development version of the game. You must follow the instructions that are given in this page: BuildInstructions. Windows users: you only have to follow these instructions, no need to compile the game and everything! Beware: This procedure is quite straightforward, but it can take much time, so prepare yourself in advance if you can... If you encounter problems, please post in this thread and we'll answer as soon as possible. We'll gather in the IRC channel #0ad (http://webchat.quakenet.org/?channels=0ad) at 18:00GMT. Go to this page to know which hour it will be in your local timezone. Objective: For this session, we must verify some memory issues have been fixed. So the idea will be to organize large games, 3v3 or even 4v4. Individualist players, you're warned! The principal objective is still to have fun together! We hope to see many of you tonight, to discover this preview and, hopefully, ensure we can release it really soon! Cheers
    4 points
  2. The northernmost border of the Seleucid Empire, separating it from the steppe tribes and as far north as Alexander's army ever reached. It's my first 0 A.D. map, nothing very fancy as of visuals, as that's not my forte and the steppe biome doesn't help much, but I believe it plays pretty well. The AI seems to like it as well, it was tougher to beat compared to other maps I've played on SP. I also noticed an AI glitch while testing it. On one of the matches the AI built many defense towers across the northern edge of the map, while obviously none could invade it from that side. The forum won't let me upload one of the two map files, so I guess there should be some other way sharing it. Thanks to niektb for explaining how to place skirmish entities. Edit: Thanks again, map added. Jaxartes River (2).zip
    1 point
  3. You're right, it was quite dark. I lightened it up
    1 point
  4. Looks very nice. Meanwhile, I've also included the ability for triggers to have standard popups. Currently a 2-answer standard popup (yes-no by default, but the labels can be changed), but any generic enough layout would do (like OK, OK-Cancel, number/text input -- though text is a bit tricky with localisation -- , ...). I'll also look into adding cinematics.
    1 point
×
×
  • Create New...