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Everything posted by Stan`
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Thought you hated that Could be done with particles. no way to make it work without it, unless I add a big rectangle behind the arrow eg something like that. |==========| >-------|>
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The Term Citizen-Soldier is Problematic
Stan` replied to Thorfinn the Shallow Minded's topic in General Discussion
I would say that it might be easier to balance than you might think with the current paradigm. Women are essentially the current dedicated labourers of the game (Which in some cultural cases is a bit odd as well, but I digress). Slaves were primarily used for mining purposes, much to the expense of the slave's quality of life. Making slaves good at quarrying and mining while competent but not exceptional at other tasks would be the best sort of approach I meant having civs with CS civs with slaves, civs with both etc, if that makes some sense. Also making use of the "phenotype" feature which allow male and female variations. But that didn't get a good feedback at all in the balancing forums. Yeah it might. Such subjects are tricky to say the least. -
Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Matrix and Xmpp (Used for the lobby) are nice but they aren't gamer friendly. Same with Rocket Chat. We're at the edge of the Foss world and the Gaming world. Keeping the foss world usually gets more developpers, and doing commercial things brings more gamers so it's a balance that has to be found. -
The Term Citizen-Soldier is Problematic
Stan` replied to Thorfinn the Shallow Minded's topic in General Discussion
I'd actually be in favour of having different types of gatherers depending on civs. Might be impossible to balance though and sadly would go in favour of removing them entirely as it has been suggested a lot from Darc Reaver and others. I wonder if adding slaves would require us to add a disclaimer on the splash screen saying we do not condone it. -
Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
This is one of the various reasons we haven't made an official one yet. 0 A.D. is on Mastodon but that's analog to twitter (see the links on the homepage for all the platforms we are on) -
Ideally we'd have scrollbars in lots of places I'm not sure whether it's not possible there due to the text changing (All gui elements must exist prior to displaying the page you cannot create them on the fly) because they didn't exist at the time, or because another reason. @s0600204 might know.
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Well I think it should be handled cautiously. Maybe as a POC first in a git mirror cause we're gonna need a whole bunch of new dlls and .lib and Phabricator is terrible for that. Then once it works well enough (ideally tested by 2-3 people) we can offer a special build/installer for the adventurous people.
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@Yekaterina I think it's a bad diagnostic. The problem lies in the fact gtk3 has wx-config-gtk3 executable and no longer a wxconfig executable like gtk2 did. This can be overriden by passing WX_CONFIG=wxconfig-gtk3 or something to update workspaces.sh (in theory you shouldn't need gtk2 at all) You shouldn't need to pass enable atlas. Not sure it's even a flag so I'll take your word for it.
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Well now that SpiderMonkey forced us to drop XP (and possibly vista) and Windows 7 is almost dead. (There are some ways to get ESU until 2023) I am not against offering a 64 bit build of the game. I don't think however that it should be a priority over better performance (even though pathfinder threading will help in A25) and Hidpi support. Maybe not but there are quite a lot of edgecases that needs to be checked (I don't have a list in mind but given that just updating to a minor version of the sdl can break a ton of things on Windows, I wouldn't be surprised.
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https://feedback.wildfiregames.com/results/os/
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Editor: support translations
Stan` replied to Ceres's topic in Game Development & Technical Discussion
The C++ code has stuff like this wxGetTranslation("text to translate") or sometimes _("text to translate") Then there is some script that parses those c++ files and creates a translation file. Likely a mo file. -
Editor: support translations
Stan` replied to Ceres's topic in Game Development & Technical Discussion
No English text strings are under the form of CPP and H files. Those strings need to be extracted to mo files. It's the same for the game po files are not created out of thin hair. They are generated from strings in js files and in json files. -
Editor: -writableRoot start parameter?
Stan` replied to Ceres's topic in Game Development & Technical Discussion
It shouldn't but just check file dates.- 1 reply
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Editor: add "hotload" button
Stan` replied to Ceres's topic in Game Development & Technical Discussion
Just like the game requires a game restart when adding mods I think it would require one for that too. @wraitii- 1 reply
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Could be a hotloading bug @wraitii would know.
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Currently we don't generate them at all.
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Some bugs like the texture converter one only happen in dev copies they are not the highest possible release blockers and can be somewhat ignored. Some others break the game badly and cannot be. There is a drop in activity these days because some of us were on holidays. We did not expect to find so many nasty bugs so close to a release.
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Currently, you cannot. Atlas uses another GUI system, called wxwidgets which has it own format, mo files. So we need something to extract those mo files, turn them into po files get transifex to pull them, pull back the translations and then convert them back to mo files. Not sure how hard it is, but it hasn't been attempted yet.
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Playing with different/more speeds?
Stan` replied to Ceres's topic in Game Development & Technical Discussion
Pathfinder uses an uniform grid so it would not know how to avoid such places -
The os specific code might make assumptions. Eg checking for WIN32_ and not WIN64_. Or assuming some objects sizes to be 32bit. There is quite a fair bit of code to show callstack on windows which might have hacks and assumptions too and needs to be checked. Sure there is a decision to be made but it will be easier once it works As for the last question, if/when we eventually migrate to git probably not but for now it's really convenient. More so because you cannot currently cross compile and it allows us to generate the windows installer on mac.