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Showing content with the highest reputation on 2024-08-01 in all areas

  1. Dear contributors, We plan to perform a long-discussed migration to git as our version control system. We have been very happy with SVN for a long time, for its simplicity and its ability to handle our game assets. But we yearn for the collaborative features of git and for the many git-based tools that would allow for a more efficient development process. We managed to keep using SVN and to collaborate efficiently on Phabricator for the past 6 years, but unfortunately all good things must come to an end, and Phabricator is now unmaintained. We thus decided to take the plunge and to migrate to git, and we have chosen Gitea as our self-hosted git forge. Our historical Trac bug-tracker will become read-only, and its contents (tickets, wiki) will be entirely migrated to our Gitea instance. After some time, Trac will be stopped, and links to Trac will be redirected to Gitea. Access to our Phabricator instance will be restricted so that our contributors can port their open work to Gitea. After some time, all sensitive user data will be deleted from Phabricator, which will become read-only. Please keep in mind that, even though Phabricator holds a meaningful history of important discussions, it constitutes a security liability. We cannot guarantee to keep it online indefinitely. No ready-made tool exists, at this moment, to migrate Phabricator discussions to Gitea. The migration is planned to happen on the 19th and 20th of August (European hours). During these two days, the aforementioned services (Trac, Phabricator) and the SVN repositories will be down. Development progress will be halted. We plan to provide a functional git-based development environment immediately after the migration. Most CI/CD systems are ready to be launched, and user documentation is ready. But the transition to a new development flow will, of course, take some time. We hope that this transition will allow us to make swift progress on the long-awaited release of the next Alpha.
    5 points
  2. Just added a night mode of this map to the original post! 2 player versions are on the way.
    3 points
  3. Not the first map I've made using Atlas editor, but it's the first I'm feeling rather satisfied about I had the Nile river delta in mind but I wasn't looking to create an accurate representation this time. This map is basically a river system deep enough to hold the largest class warships, with every bit of land connected by shallows and therefore not requiring ships at all. Thought it might provide a fun and interesting scenario with a lot of possibilities. Any thoughts/suggestions?
    1 point
  4. Created this issue https://github.com/go-gitea/gitea/issues/31749
    1 point
  5. we really should throw something like this in the game as an easter egg. Imagine putting the cat on a small clay pot inside a house.
    1 point
  6. I was about to report you as a spammer until I found this part; don't quote a ton of useless stuff and don't reply within the quote. Read the instructions again and follow them: The replays are stored locally, not in the lobby. Either use the method described above to locate commands.txt or find your files with the help of https://trac.wildfiregames.com/wiki/GameDataPaths HTH
    1 point
  7. V2 Changes: Updated stone & metal distribution. V3 Changes: Visual upgrades (terrains and actors). river-delta-4p-V3.zip river-delta-night-4p.zip river-delta-2p.zip river-delta-night-2p.zip
    1 point
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