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sanderd17

WFG Retired
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Everything posted by sanderd17

  1. The wonder shouldn't be a pyramid, Ramses II made so many big things. While the biggest pyramids aren't from the new kingdom age.
  2. It's nice if a theme can be found for a certain version, but that's not always the case. And if we find a theme, we only do that near the end of the development period. As we don't know what people will work on for this release.
  3. What do you mean with tags? The %(text)s thing? That's replaced with a different string or number in the gui. So you need to copy that literally, but you can choose where you place it.
  4. I can't believe your update is complete, in my version, the code at source/lobby/XmppClient.cpp:320 is something completely different.
  5. It can't be you ran that complete script, as you're on r14707, while we're now on r15191. Try updating your svn again.
  6. Did you try cleaning your workspace? in the gcc dir, execute ./clean-workspaces.sh, then ./update-workspaces.sh. And finally the make as you did.
  7. If you make it a particle emitter, you will have a trace visual.
  8. Well, the people we need most are people that are good at communication, to make folders like that, and do updates on our website etc. For us, developers, that's a bit of a boring task. So someone who could do stuff like that would be very welcome. Sadly, it's a bit of a loop we're in
  9. You already can. Check all the view.* settings in the config (http://trac.wildfiregames.com/wiki/Manual_Settings). It's just not in the GUI (and I don't think putting a big amount of numbers in the GUI is a good thing, people can screw them up way too easily).
  10. We don't use flocking. A formation is a single entity, and other units move in a relative position from that entity. See binaries/data/mods/public/simulation/components/Formation.js for most of the code assigning positions As for your building problem, can you make again? By running make a second time, it should only compile what failed last time. So it should be easier to find the error. There has to be some error somewhere.
  11. Their experimental thing (Rawhide) has A16. I don't know if they'll push it to older releases too. https://apps.fedoraproject.org/packages/0ad
  12. You must make the back part go down a bit into the ground, as you're not sure how steep the ground behind it is, and I don't think you want it to be hoovering.
  13. Because Russian isn't complete enough. Only 58% of it is translated. https://www.transifex.com/projects/p/0ad/ To get the Russian locale, go to transifex (link above), then go to Russian -> Public (main mod) -> Download for use. And save the file as ru.public.po under mods/public/l10n/ (see http://trac.wildfiregames.com/wiki/GameDataPaths for the complete path, create the l10n directory if it doesn't exist).
  14. Pretty much like archers. but with faster, more precise and smaller projectiles, a longer loading time, a different loading/firing animation.
  15. They don't deal extra damage. But it's distributed more efficiently. If their target is killed with only a part of the attacks the formation has available (f.e. 10 of the 20 pikemen are enough to kill an archer). The other attacks (of the other 10 pikemen) are distributed to other near targets without checking the range.
  16. Also, would be nice if you could tell us how it's currently, and what is should be (my Gaelic isn't the best, so if we try to fix it, we must see if there's a good difference).
  17. Someone else also had an RTLInitializationExcetption. And he solved it by installing 0 A.D. to a different directory. You have it installed to E:\Program Files (x86)\0 A.D. alpha\binaries\system\pyrogenesis.exe. So I wonder if it has problems with the brackets, or with the dots in 0 A.D.
  18. The problem with the pathfinder is that you need to know the entire game. Positions are very important in an RTS. You need to understand how units typically move, how they should flee and chase, what sort of restrictions you can have ...
  19. The part of code that finds the best path for the units when you task them to move. So not through trees or buildings, but around those. It's quite complicated as different units have different sizes (compare a soldier with a siege ram). Sometimes a small unit can fit through a gap, but a big unit can't. Then you also have the fact that there are lots of units moving at the same time. So you might have calculated a path, but when you arrive, you see it's blocked with other units. Currently, it does too many calculations when it collides with moving units. And unless you know how to program, I fear you can't help in solving the lag. We're already discussing it in several places.
  20. That should be fixed now (it would have been a huge help if someone would have noticed it during the testing phase, the issue should have been there for months). But I don't think we'll do an A16.1 release (that would be version 0.0.16.1). As you said, it's quite unusual to get a sub-alpha. It looks like because of the lobby, this release hasn't been tested very well. Everyone just kept playing lobby games. While otherwise, (in my estimate) half of the played games in Multiplayer were SVN games. I guess we need to learn from this experience, and ask lobby players to install the SVN to play games about a month or two before we release A17. Maybe the syntagma bug will even help us getting testers
  21. Can you please attach the logs? http://trac.wildfiregames.com/wiki/ReportingErrors
  22. 64-bit is related to the memory, not the processor. So that doesn't help a bit. And the code is more or less prepared for multi-core. But it makes developing harder with parallel processes, and we still need to work on it further to support more cores.
  23. The _ is quite common. And so is the 0. So I see absolutely no reason at all. As it's fixed now, I don't think there's anything we can do about it. And lets hope you're the only one
  24. It could be related to some special German characters in the directory. So it would be nice to know how those directories are called in German.
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