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Everything posted by GunChleoc
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This link is fine: https://trac.wildfiregames.com/browser/ps These links are also fine: https://trac.wildfiregames.com/browser/audio/trunk https://trac.wildfiregames.com/browser/art_source/trunk This link returns 503: https://trac.wildfiregames.com/browser/ps/trunk
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You can if you distribute the source code too and give proper attribution. See https://github.com/0ad/0ad/blob/master/LICENSE.txt for details. You can also create a mod instead of a full game if you want.
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It has not been pulled from Transifex to 0AD yet. Just wait another week, and if it's not there, contribute to the translation on Transifex.
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[localization] project languages
GunChleoc replied to Nescio's topic in Game Development & Technical Discussion
Vernaculars can be written too - the Romance languages are all vernaculars of Latin and they can get written just fine The definition whether a variant is a language or a dialect is never purely linguistic, it is political too. For example, if Norwegians listen to or read Swedish they understand most of it. If I listen to Scots, I understand maybe about half of it. It is still hotly disputed though whether it's a dialect of English or a separate language, and the discussion is very political. From the description on Wikipedia, not all variants of Arabic are mutually intelligible, including Modern Standard Arabic, so people should not be summarily blocked from translating such a variant if they are willing to put in the work. The decision really needs to be up to the translators, because they know their languages best. Duplicate projects should be avoided though, which is why on the projects I manage, I always write to the translators that request a new language variant to check if they are comfortable with contributing to the "main" variant instead. I don't manage 0AD though. -
[localization] project languages
GunChleoc replied to Nescio's topic in Game Development & Technical Discussion
I'd say make a list of the 0% projects and if they are still at 0% after the next release is done, clean house. I think it's OK if people want to translate into their vernacular - those Arabic variants seem to be different enough from each other. I don't know that much about the language, but we can expect them to be more different from each other than Norwegian/Swedish/Danish are from each other. If you get requests for new language variants, ask the translator if they want to contribute to an active variant and only create the new language if they are sure that they want a separate project. -
The you skip the rows and have a table with 1 row. Attack/armor could be a table too.
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Are you aware of the scale of DoS attacks?
GunChleoc replied to badosu's topic in Game Development & Technical Discussion
Well, you can't expect the 0AD team to call up your internet provider and to this for you... that would be even more absurd. Of course, players shouldn't have to do that either, but it is what it is. -
How about putting similar properties into tables with headers? Costs, gather rates & loot could be a table with food, wood, ... as headers
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[Solved] ftbs: fmt/printf.h: No such file or directory
GunChleoc replied to GunChleoc's topic in Bug reports
Thanks that fixed it! BTW the dependencies list python-is-python2, should that be python-is-python3 now since the SpiderMonkey upgrade is done? Also, the rust dependencies would install python-is-python2 if I installed them from the Ubuntu package manager. I got them from https://www.rust-lang.org/tools/install instead as recommended in the Spidermonkey thread to be on Python 3. Shall we update the build instructions accordingly? Since my system nvtt is too old, I updated the workspaces without the switch. -
I got a compile failure today after fetching the latest SVN (r24351). I ran clean-workspaces.sh and ./update-workspaces.sh --with-system-nvtt, then make in the gcc folder. System: Linux Mint based on Ubuntu Focal (20.04). gcc (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0 ==== Building network (release) ==== Creating obj/network_Release precompiled.h In file included from ../../../source/lib/precompiled.h:111, from ../../../source/pch/network/precompiled.h:19: ../../../source/ps/CLogger.h:28:10: fatal error: fmt/printf.h: No such file or directory 28 | #include <fmt/printf.h> | ^~~~~~~~~~~~~~ compilation terminated.
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The real problem is that the locale is server-based, not client based. There's nothing we can do about that until the forum software starts supporting a user option here. It's just a common misconception that communities are monolingual.
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Which keyboard layout are you using? On mine, I have to press Shift-7 in order to get a /, that might be your problem.
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There is only 1 official definition of it, but it's still confusing to people who grew up with the 24 clock.
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Sometimes, one just needs a break. It's not the end of the world or the project.
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You can send women to berry bushes to get more food earlier.
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We already have a topic for it. I found it by searching the forum for "bactrian".
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Template folder structure.
GunChleoc replied to Freagarach's topic in Game Development & Technical Discussion
Install Git for Windows ad you'll have sed on Windows too, in the Git Bash. Alternatively, Notepad++ can also do a regex search/replace on all files in a folder. -
I ran into bad conditions on a translation job once using a platform that shall not be named. The deadline was 2 weeks away, but they had a counter running for each batch that you picked up. If you didn't finish the batch within 4 hours, they'd put it back into "auction", and if somebody else picked it up, you lost your salary for the words already translated in that batch... we completed the job commitment because we had promised the client, and then said goodbye to that platform, never to be graced by us again. The platform states that they "care about translation quality". Aye, right.
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These are a bit glaring though. Maybe increase the saturation from EA just enough to make them pop out, but no more. Sort of find the balance between gameplay needs and aesthetic needs.
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Try git clone --depth=1 That will only clone the current commit and save a lot of time. You can always get more history later if you need it with e.g. git fetch --depth=1000
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You'll need to make the license official in
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Another error building the game for the first time
GunChleoc replied to Jake L's topic in Help & Feedback
Maybe this will give you some clues: https://src.fedoraproject.org/flatpaks/0ad/blob/master/f/container.yaml -
Narrador y Locutor - Editor de Video - DelronWar
GunChleoc replied to DelronWar's topic in Applications and Contributions
Basque has 2 s sounds, and Spanish has only 2 AFAIK. So, there will be 1 sound to learn. The difficulty will be with stress and intonation - Basque sentence melody is pretty flat, and if you ask 2 native speakers on which syllable to put the stress, you'll get 3 answers -
The gettext file format also allows adding comments for translators, and Transifex will display them if they are present. The system that extracts the strings needs to be configured to extract them though. I don't know what the setup for 0AD is here and whether XML comments are included. Transifex also has a glossary function which we can use. It's helpful for vocabulary, but not for keeping consistency of phrases - that's what the translation memory function is for, in combination with a style guide that of course translators would need to be aware of and read. Adding comments to the XML files would be preferable to adding them on Transifex, because it makes them independent of the translation platform.