Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-02-04 in all areas

  1. Considering how we currently use fonts, it does seem odd that the source files are bundled with the game. I guess they're only there because they're in the "binaries" folder, and that folder is bundled almost in its entirety. As a loose idea as to how many distributions have the fonts available in their package repositories (stats courtesy of Repology): LinuxLibertine : 66 packages (across 20 "families") DejaVu : 145 packages (across 33 "families") FreeFont : 122 packages (across 26 "families") TeX Gyre : 37 packages (across two package names across 5 "families") And for the eastern Asian languages: Hanazono : 48 packages (across 10 "families") Japanese Kanji Source-Han-Sans : 92 packages (across 13 "families") Pan-CJK characters (Repology groups distributions by "family", e.g. Ubuntu, Debian, SteamOS, LinuxMint are one "family". If you're running LinuxMint, then as LinuxMint is derived from Ubuntu, then the repositories for the appropriate version of Ubuntu are mostly compatible with your LinuxMint system. It's not a perfect categorisation, but as a rough guide it works.) Alternatively, here's something I threw together to more easily compare some of the commonly used distributions. CentOS, Fedora, OpenSUSE, OpenMandriva, and Slackware are the ones that are noticeably problematic. Yes, Windows and OSX would most likely still need the fonts bundled with the game. The way I see it, we have three possibilities: We change nothing, but tell the packagers to exclude the "binaries/tools/fontbuilder" when packaging the "0ad-data" package for their repositories. We remove the font files entirely, make the files' respective packages a build-time-only dependency, and write instructions on where to download the files for systems that don't have a package repository or do but lack the specific packages. (The caveat is that we don't use them at build-time either...) We relocate the font files somewhere else within our repository, such as into a subdirectory under "libraries/source/". I think I personally favour a combination of the second and third: move the files and then, when we get in-game rendering working we add package dependencies and use the new location as a fallback (whether that be as the source of a 0ad-fonts package, auto-bundling of the fonts by build-osx-bundle.sh, and/or some other solution). I think the fonts we use are reasonably stable (LinuxLibertine and FreeFont haven't had any releases since 2012, and DejaVu since 2016. TeX Gyre is the most recently updated at 2018, but the release before that appears to have been 2016). I would imagine that if the typeface anatomy of fonts change too much between versions, then the font's creators would possibly get complaints from their user-base. Also, some of the fonts we use claim to be a like-for-like replacement (Gyre Pagella for Palatino), or to have the same appearance as - but a wider character range than - another font family (DejaVu for Vera), and so in theory shouldn't deviate too much from their "inspiration". I get what you mean though: having two users with what should be the same font but - due to changes between versions - are visually different could disrupt our established visual style (such as it is), or make for an inconsistent experience between users. It is true that many games get bundled with their own fonts, even on Linux systems (eg. SuperTux, SuperTuxKart).That might be down to simplicity: they have to bundle the fonts for Windows and OSX systems, so it's easiest to just do the same for Linux as well. Huh, this turned into a longer post than I anticipated. Apologies, and congratulations if you got this far without glazing over.
    2 points
  2. Looking at stats, I guess someone is confusing Wildfire Games for their personal patchslave.
    2 points
  3. Techs in the summary screen are a must-have. It's good that they are ordered chronologically, but we should also record the time when they were researched, so that viewers can compare when the players researched a specific technology and how it influenced their economic or attack stats. In particular it would be nice to show them on the graphs as icons. Equally should record the time when players are defeated or have won, and the defeat reason. (Also it would help to formally report that Set vs. JSON issue of the GUIInterface that you informally reported on multiple occasion.) Great features, popular mod. I guess the terms-and-conditions check for lobby-autologin is still missing, and I guess noone reads the terms anyway, and they are updated rarely as well. The nickname option was removed? If so and if someone checked for the absence of possible security problems, perhaps the popular mod should be upload to mod.io finally.
    2 points
  4. It is an unique helmet found at Tintignac, votive offering. The helmet was symbolically killed and put in a hole with carnyx and others helmets (killed as well). Thus let's call it "Tintignac". Good job by the way. https://en.wikipedia.org/wiki/Tintignac
    1 point
  5. What is the name of this helmet? @Genava55
    1 point
  6. To continue the celtic faction Redesing - Visual Update done this helmet: 1024 texture vs 256 texture for game usage (Blender tip: Always bake the best resolution possible you can handle, because if you bake directly a 256 texture or 512 they will bake with 80% imperfections, if you can bake 2k textures and then rescale to 512 or 256 better).
    1 point
  7. Kind of a random suggestion: make the corpses a bit "faded" in color, so it will be easier to identify live troops when they are fighting in a field full of dead bodies.
    1 point
  8. A few suggestions: enable workshops for all factions (D1761) enable cavalry stables for all factions enable elephant stables for all relevant factions disable “hellenic royal stoa” create a palace structure for mace, ptol, and sele (maur and pers already have one) make the fortress a purely defensive structure, unable to research or train anything give fortresses a territory root (D1762) move city walls to city phase
    1 point
  9. The skybox has been improved in the dev version. You might want to try it. As for your initial question not to my knowledge however you might be able to do what you want if you have a height map. I'm not sure you can export and import ones in Atlas. If you can you just have to change the levels and reimport the height map. If not you'd need to write a script to change all the height in the PMP file and that will probably meds your map up.
    1 point
  10. its a clear abuse of the bug. however people call it micro. It has no connection with RTS. Although a dancing league can be arranged to award the top 0ad dancers. Also suggest a special lobby for the dancers. lul.
    1 point
×
×
  • Create New...