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Stan`

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Everything posted by Stan`

  1. Fonts are extracted by a python script and pre rendered for the game as a bitmap and a position text file for the game to find those chars. Few issues. Those are big (so big in fact that asian fonts should be bundled separately as mods) Those do not scale well with 4K resolution (and become blurry) I'm not really sure how the script works. I believe Itms does.
  2. Don't worry, I'll help you ! No unfortunately you need either VS2015 (recommended) or VS2017 (You might have some tweaking to do) (2019 does not bundle the VS2015 compiler) You can find it here : https://visualstudio.microsoft.com/vs/older-downloads/ You need to download the patch save it as a .diff file then apply it like it's explained here how to (you can also download each file manually as view options → show raw file right, and replace the existing ones)
  3. Try to apply the patch in the link vladislav gave you above then compile the game, let me know if you have issues
  4. Making fonts for the game is a bit more complex than that... Just having the TTF/OTF/... doesn't do everything.
  5. As for that, It's not really lost if you keep the source isn't it ? Sure, you cannot go back, but we should keep the original ancient greek words somewhere. Maybe a wiki page.
  6. Can you help me gather all the blend file names for the animations ? Are they all in the art source or am I missing some ?
  7. @Lion.Kanzen, @Trinketos any news from him ?
  8. Sure, you're always welcome here ! Feel free to continue working on that if you feel like it
  9. Hello everyone, After a private discussion today we have decided to use the the Library of Congress Standard proposed by @Anaxandridas ho Skandiates with a little modification, where iotas will be added. The page and the game should be updated accordingly. On a side note we both hope someday being able to also add the real alphabets in the game, but that's way more tricky.
  10. Sorry to heat that. Thanks for using our game !
  11. Another icon could be made with a scythe or whatever.
  12. Mmh look if you can access non vfs functions by creating an interface Else try the simulation data folder iirc it's not hotloaded. Neither are the templates.
  13. Yeah, Or anywhere else really I never tried it before
  14. I guess you could try an absolute path. One could also try in a mod in my documents there is a 0ad folder in my games I guess those are generic error codes though you could check what calls the function at wdbg_sym.cpp line 848
  15. Hey, Come on, we just want to take the best decision here. If we chose the Library of Congress 2010 Transliteration Standard I want to make sure that's gonna be a sustainable choice for the next 20 years. 20 years from now I want to be able to point out the lenghty discussion that happened here expose the good arguments, and be able to justify my stance. All the people are asking is that you take Nescio's point one by one (highlight the text click "quote this") and answer them. Nescio isn't against using the standard per se, but just wants answer on the potential flaws he sees in that. The word impatience has not been written once in the previous page. I don't care about the speaking yet, I just want the specific names consistent. Voices can be another thread. In your academic studies does everyone agree with you all the time ? Don't you have to prove your points ?
  16. I believe Itms recorded those, but heh. I still don't see how vocal sounds have to do with the way we write text ? You could have contributed art no ?
  17. I don't know if @vladislavbelov had the time to look at it yet
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