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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Currently we don't generate them at all.
  2. 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.
  3. 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.
  4. Pathfinder uses an uniform grid so it would not know how to avoid such places
  5. 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.
  6. @Freagarach, @wraitii Didn't we fix something in entitylimits.js due to the autoqueue ?
  7. There is a ticket for it iirc but I have no idea how much hidden work there is. Pretty sure there is some stuff that needs to be done for fcollada (at least building a64bit libmxl2 and updating the slns not sure about all the other libs nor whether the windows specific code was made at all for 64 bits.
  8. I try to look them up from time to time as well as language requests. @nwtour has done an amazing job at getting things translated. I guess the biggest translation to come would be to get atlas mo files
  9. 8 Ais on a giant maps means certain OOM so the crash is sad but not much we can do.
  10. Hi, You might want to look at the system_info.txt file to see what audio sink it is using. Chances are it's using the HDMI sound sink or there is something incorrect with PulseAudio/Alsa/Jack.
  11. As you can see here https://code.wildfiregames.com/D3891 some work has already been done towards fixing it. It's usually better to work on SVN for such matters, because the file might have changed between the release and the moment you are changing it. You can also make your own mod https://trac.wildfiregames.com/wiki/Modding_Guide
  12. Likely the latest forum update; @implodedok might know more.
  13. Can only be pinned in one place as far as I am aware.
  14. Yeah sorry, phone cropped the rest of the message. But maybe it wasn't what your question was about?
  15. https://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&keywords=~simple&col=id&col=summary&col=status&col=type&col=priority&col=milestone&col=component&report=16&order=priority
  16. That's the name of the campaign and the name of the run or vice versa. That's translated elsewhere. Well the campaign run isn't obviously since it's user specific
  17. Well it's in the link https://trac.wildfiregames.com/wiki/Phabricator Other than that arm yourself with patience. Else you can just generate diff using svn diff and git diff and upload them manually.
  18. @jsteave have you tried to add nohwcursor = true in your user.cfg file ?
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