Jump to content

leper

WFG Retired
  • Posts

    1.290
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by leper

  1. See http://play0ad.com/about/official-logos/.
  2. I noticed that the po file for the mod selector was missing. Also added a mod for zh_TW, and renamed the mod containing ja. Using MicroHei for Chinese glyphs. EDIT: http://sourceforge.net/projects/zero-ad/files/releases/locales/
  3. No, version refers to the version of the mod. If you want to specify a versioned dependency use eg "dependencies": ["0ad=0.0.17"](supports <, <=, =, >=, >)
  4. The issue is the same as we encountered when testing the release packages, you should place the mod.json that is in the zip file next to the zip file. (Windows doesn't like multiple programs opening the zip file, so it doesn't find the mod which leads to issues when saving the config as the locale is still set to Japanese, but the fonts that support the needed characters aren't available.)
  5. Using submodules to store the binaries would still make a huge git repo for Windows users to clone. Using SVN for something like that would be a better solution, would still need a way to handle all of that without making it complicated for users. (The issue has been thought about a lot, just missing someone with time and motivation to implement and mainly test it)
  6. Welcome, now to your questions: Plans yes, action not so much. The unresolved (more related to implementing and testing it) issues are mostly related to library and autobuild handling (and updating of all of that). We provide win32 autobuilds in SVN so that eg artists do not need to compile the game, but can just run the exe without having to worry about such things. Keeping prebuilt libs and exes in git isn't a good idea because it would bloat the repo size as you have to get the full repo history (ignoring shallow copies). Quite a lot of the remaining "big" tasks require some knowledge of the engine, but I'm quite sure that there are enough left to get into development somewhat easily. Just checking trac tickets should give you some ideas, maybe starting with some of the simple tickets (meaning limited in scope of files/logical partitions you have to change) linked from the GettingStarted wiki page[/wiki] would be a good idea. Another thing that could be considered lacking would be time. For 3rd party code included (not in libraries/) there isn't really a lot of tracking going on. Places where we bundle 3rd party code (again outside of libraries/) would be:source/third_party/tinygettext doesn't really have an upstream anymore, but there are some tickets related to synching changesmongoose which changed the license to GPL2 some time ago (which is an issue without the or later clause, as gloox is GPL3) and isn't really used apart from debugging (where it only listens on localhost by default)jsonspirit could probably be updated (slightly outdated and only used for JSON handling in Atlas (the editor))mikktspace is up to dateencryption should be checked if there were any significant changesbuild/premake/premake4/ See #1518binaries/data/mods/mod/globalscripts/sprintf.js Could you create a ticket for that (and maybe attach a patch to it)?
  7. Following http://trac.wildfiregames.com/wiki/Adding_font_support on the wiki gives you a working font mod again, I'll try to upload it tomorrow new mod attached (only font files and a mod.json so that it shows up in the mod selector). This is actually related to us changing the caching formats a bit since A16. EDIT: See below for the mod.
  8. Took another look at that code and saw that it could be simplified by passing the right flags to boost::algorithm::split and thus making the line that contained the symbol that failed to link useless. Confirmed to work by trompetin17 and committed in r15735.
  9. Ah, it's a linker error. What c++ lib does the makefile specify? Also is there a specific reason why you are doing a debug build?
  10. That is perfectly valid C++98, maybe it is missing some includes. What does it complain about? (That's normally quite helpful when fixing such issues) You could try adding includes for <algorithm> and <functional>.
  11. I'm handling this in the lobby currently.
  12. That one isn't even in the map file you posted. I did the other replacements as you outlined, the changed xml is attached. Also you have a civ assigned for player 2.Northern Highlands (2v2).xml
  13. Is there any error message? (Even better would be the map in that case to be able to reproduce it locally)
  14. No just map1.zip and map2.zip (with better names) in the user/ folder.
  15. Should be possible (would move pictures out of the art folder though), but I'd rather have all of those images in one folder (so either next to the maps, or in the art folder) than spread out.
  16. No it would not. It just puts all those files in one (virtual) folder that is read by the game.
  17. Assuming mappers/modders provide a zip file containing maps/{scenarios,skirmish}/* and the ui folder with the preview image (can't remember that path), you can just drop that file into the user mod (see GameDataPaths on the wiki). (No compression or DEFLATE for the zip only.)
  18. Nice to see you using more of our art (We already found some of those screenshots some time ago). It would also be nice if you could link to us in a credits screen or somewhere on your website.
  19. All siege weapons except rams and the siege tower do need to be packed and unpacked.
  20. I'd keep and use the palisades. This might require you to add some different lengths and a gate to make the wall building code happy (and to make it look good). The normal palisades and the different outpost don't really fit, so I'd go for both the new palisades and the new outpost. I would advise against having two different CC models, maybe use one as some palace (eye candy) or as a special building.
  21. It would be nice if you would link to our homepage (play0ad.com), tell the users that they can download it for free there and that the game is still in alpha (so some breakage is to be expected).
  22. Last I heard it crashed in some strange way when trying to start Atlas. Restored it. (You should be able to do that too (ModeratorCP->Removed Content))
  23. I mostly play against at least one very hard AI, sometimes against a medium AI because I either forgot to change it or because I want a quick game, and I think having more than one setting where the AI "cheats" (resource bonus) is better than just having one of those cases. I'd oppose an HP buff for the AI.
×
×
  • Create New...