leper
WFG Retired-
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Everything posted by leper
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Press i. It seems we missed adding that both to the in-game manual and to the wiki page. EDIT: r16640 and also updated the wiki.
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The Alpha 15 Osiris multiplayer lobby is now discontinued. Users of Alpha 15 are advised to upgrade to the latest version. The only distribution bundling Alpha 15 is Ubuntu 14.04 LTS, for which Alpha 16 is available in backports, and the latest version is available in our PPA. Alpha 15 was released December 2013 with the subsequent Alpha 16 being out for a year now. The Alpha 15 lobby isn't used very often anymore; the bot told users to upgrade to a newer version and we haven't seen more than one player at once for more than a month. The Alpha 15 lobby bot also has an occasional issue causing it to terminate. Due to the inactivity, obsolescence, and amount of extra work required to sustain it, we have decided to discontinue the Alpha 15 Multiplayer lobby. By giving up support for our archaic Alpha 15 bot we are able to streamline some things on the lobby server as we do not need any special cases for the Alpha 15 bot anymore. Multiplayer via the Host/Join dialog is still possible for those who do not wish to upgrade.
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They look nice, though seem to have some comic vibe to them. Also could you commit the source blend files to the art_source repo? Thanks.
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Just some 0 A.D. related input on the paper: the selection size can be increased by changing the value of MAX_SELECTION_SIZE in binaries/data/mods/public/gui/session/selection.js, and the game is under GPLv2+ (or any later version clause). Apart from that quite interesting read.
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No units are currently using the new meshes. There are some actors for them IIRC, but that's it.
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As Alexander already told you the identifier has to be unique. So those two skeletons are not going to work. (Giving more descriptive names also helps) The error you get is likely caused by the game picking the wrong skeleton, due to the name collision, which messes up your anim.
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Got it to work using your daes (placed in art/meshes/structural/zev_fpump1.dae and art/animation/other/zev_fpump1_idle.dae), your actor file (placed in art/actors/) and Enrique's skeleton file (placed in art/skeletons/fuel_pump.xml). (Just complains about missing textures, but that's ok) Do you have any other new skeleton xml files around?
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Like #2512?
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Removing <Entities ...>...</Entities> should work. What are the first few messages in the log? (http://trac.wildfiregames.com/wiki/GameDataPaths) EDIT: Yes, that is correct. The actual parent entity is specified in the <Entity> tag as an attribute (second line).
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That's pretty much it. Though it would be better if you used a mod for your changes since that makes it easier for others to test your changes. (Also reduces the risk of changes to svn conflicting with your own changes, but you will still have to update your own changes if some svn change requires it.)
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Another option that would fix the issue of option 3 would be to move the modifications of phase_city to eg phase_city_mymod which is auto-researched upon researching phase_city (which is itself auto-researched upon researching one of the actual phase_city_{generic,$civ} techs).
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Error: missing ")" (in the identifier "PRId64" front!
leper replied to gameboy's topic in Bug reports
Fixed in r16595. Thanks for reporting.- 1 reply
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The ICU version we use on Windows is 52, so it is just too old to include that change. Updating libraries on Windows is a bit of a pain to do, but I've added it to #3004. I'd rather not change the casing to something that might not be correct in the target language just to make it look uniform.
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Yes, that should probably be done at some point. Can you check that again? I have the latter in the dropdown (for language) and the former for locale (which it is).
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ERROR: DllLoader: dlopen(libCollada.so)
leper replied to zainSam's topic in Game Development & Technical Discussion
Build output of a full build would be nice (use some paste website). -
And you think you were the only one that got banned? Or that action is only to be taken immediately and not at some later point? Or that the instaban note is just there for decoration purposes? I could just post the log here, but as that likely wouldn't help your case nor be really acceptable on here I'll refrain from doing so. And since I've now read it again I'm still not too inclined to let you back on, you might want to ask again in a few days. EDIT: Also banned your other account since you wanted me to analyze the log.
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Yes, see r16478.
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The wxWidgets library is now (since r16454) compiled with the vc120_xp toolset, so if you're using SVN it should work again. (I'm not sure if we'll repackage A18 though.)
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Added in r16468.
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Added to SVN in r16466. Possibly the preview could be improved a bit (the background isn't black and the image not large enough), and I'm not sure if the warriors should be mentioned in the map description.
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I just tried this with persist match settings enabled and disabled and am unable to reproduce this.
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Somewhat, though it isn't usable as it is licensed under APL2.0 which isn't compatible with GPL2 which the game uses. Using the server part only is possible, but still leaves the client part to be done (apart from actually doing the hole punching).
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miniupnpc just tries to forward the port automatically, nothing to do with NAT punch-through. Since UPnP is quite hit-and-miss it still leaves the issue of having working hosting for everyone. Nobody is currently working on that ticket so there is no progress.