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zoot

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Everything posted by zoot

  1. I doubt it, he said it happened in many games.
  2. Someone further up in the thread said that is caused by some screen recording software.
  3. Alright. At some point, it might be good idea to do something similar for code. Something like this: https://fedoraproject.org/wiki/Legal:Fedora_Project_Contributor_Agreement
  4. Would it be feasible to restrict posting access to the art development forum to users who have 'signed' the waiver only? Or would it require a lot of administration?
  5. Perhaps the waiver should say something to the effect of "all original works uploaded to this forum, past and future"?
  6. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
  7. Yes, I'm not really questioning anyone. Just pointing out that it is problematic.
  8. http://www.wildfiregames.com/forum/index.php?showtopic=16690&st=80#entry256649 I wonder if LordGood has ever given permission for this? He does not appear to have submitted the regular art contributors form.
  9. zoot

    Licenses

    Technically, they should. However, to the extent that the content in wiki will not be used directly in the release, I guess it is a lesser concern, because it can just be removed if someone complains.
  10. zoot

    Licenses

    Frankly, why not? Would anyone mind? I mean, we're smart, but it's not like every word we utter is a patentable trade secret It would only apply to content created by the poster, of course, so things like reference images from other sources would be unaffected.
  11. zoot

    Licenses

    I agree. It might also be a good idea for the forum, since people sometimes post art content there without necessarily having given explicit permission for reuse. Just a non-intrusive notice, like the one on Wikipedia's submission form.
  12. Hmm. Okay, maybe it's my speakers that are not up to snuff then.
  13. In my opinion, the audio quality of the female voices is not up to snuff and I am secretly hoping they will redone on better equipment before the release.
  14. Ah, lol, that is it. I'm too accustomed to making JavaScript-only changes. Thanks, I'll try and integrate that code. What is the functional difference between a player component and a system component? Do they both require a C++ change?
  15. I don't get the error now, and the component script seems to load, but it never enters the Init() function. https://github.com/zootzoot/0ad/compare/master...8873cd6
  16. Thanks, I'll try that. (Edit: It worked ) Yes, that was my intention.
  17. Same here. Oddly, the direct link works, though: http://i.imgur.com/5uYNq.jpg
  18. What am I missing: https://github.com/zootzoot/0ad/compare/master...51dad1d When I run it, I get this error and a crash: ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element interleave is empty ERROR: RelaxNGValidator: Failed to compile schema
  19. Yes, it is to be expected. Please see the first item here: http://www.wildfiregames.com/forum/index.php?showtopic=15796
  20. There is a mistake of some kind in the names of several fishing boat units: https://github.com/z...ling-fixes.diff Edit: Closed.
  21. http://www.wildfiregames.com/forum/index.php?showtopic=16562
  22. Personally I would not recommend disseminating the game too widely at this point, as discussed before. Outside the usual open source / modding circles, people don't distinguish between games that are "under development" and games that are "done". So if their first impression of the game is that it is slow and full of bugs, that is how they will continue to remember it (if they bother remembering it at all).
  23. Wow. What is the advantage of this? As far as I understand the Modern APIs also supports C++. Were you just looking for a challenge?
  24. I just did. General strategy: 1. Get defense (towers) up in front of your base. 2. Establish a steady income. 3. Establish base close to enemy base. 4. Build fortresses close to enemy base (garrison some soldiers in them for defense). 5. Spam siege weapons at the sucker (target civic centers and fortresses in particular). 6. Take out the remaining infantry/cavalry units with big group of Thracian Black Cloaks.
  25. I don't think I have ever encountered a match that is not winnable somehow. The main weakness of the AI is that it doesn't yet understand defensive buildings like towers, so get one up as soon as you can and you have almost won (You need to garrison it fully for it to be effective.) When you run out of resources, set up trade routes between markets. Also, for the end game, siege weapons are indispensable.
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