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sanderd17

WFG Retired
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Everything posted by sanderd17

  1. http://trac.wildfiregames.com/ticket/2540
  2. We will release a new version in a few days, so better wait a bit with updating. I don't think there's a working PPA for Debian which has the latest version. But if you build from source, you don't need the newest libraries (and all uncommon libraries are also in our source tree). You might want to come to the #0ad-dev IRC channel on QuakeNet. Vincent_c often hangs around there, he's a Debian user/maintainer who usually packages the game for Debian.
  3. I notice that nobody in this thread is actually a native English speaker. Erik is Swedish, Stan is French, I'm Belgian. So our bias to English isn't from an emotional point of view, but purely practical.
  4. We try to improve performance over releases, though we also add features, so that probably evens out. And of course, you can play with an old version, but multiplayer games only work if all players use the same version, so that won't be possible for you.
  5. In that version, you should have a demo bot I think. For no ai, you can leave the opponent to "unassigned". But I really advise you to install a newer version.
  6. Lion, with git, you have two steps. First you need to commit, this saves it as a new revision, but only on your computer. Then you have to push, which means sending that revision to the origin repo.
  7. Hehe, you just get to see the last message from the same column you saw. I'll check if this is fixable.
  8. They're not planned as complete faction, but if we ever have mini factions, it will probably be the first.
  9. You know, it's a bit late to discuss all this. Alpha 16 is in feature freeze already, so it's a bit late to improve the balancing. If you discussed this a bit earlier, we could have fixed some of it for the next version.
  10. Ok, I ended up enlarging the ranges a bit, but I didn't include the brackets and braces you listed. (as that's quite annoyingly split, one by one, and it would only work for the right brackets anyway). So it will reflow better now, and lets hope it doesn't look too bad when it comes across a bracket thing.
  11. We don't support breaking before a char. As normally, brackets are preceded with a space, so we break after that space. I guess it will look good enough for release if we break after the "after" list you gave, and also after ヽ ヾ ー ァ ィ ゥ ェ ォ ッ ャ ュ ョ ヮ ヵ ヶ ぁ ぃ ぅ ぇ ぉ っ ゃ ゅ ょ ゎ ゕ ゖ ㇰ ㇱ ㇳ ㇲ ㇳ ㇴ ㇵ ㇶ ㇷ ㇸ ㇹ ㇺ ㇻ ㇼ ㇽ ㇾ. Can't do a lot more now. We will have to switch to a decent text renderer at some point in the future anyway. Instead of just having our own hacked together piece of code.
  12. It's not reviewed on Transifex, but reviewed by us. As changes on Transifex are hard to track, and some teams are pretty big, we have reviewed the translations against vandalism, but also against code breakage (like someone translating the wrong printf style var in the text), and for the languages we know, also a small quality review. As you're not supposed to review your own language, we're not going to have the "reviewed" flag in Transifex as a criterium. It would lock out small teams like Gaelic or Galician.
  13. Yes, the civ code is not translated, and is "gaia", while the civ name is used for displaying, so is capitalised in English, but may be anything in other languages.
  14. The word boundaries we use are defined here: http://trac.wildfiregames.com/browser/ps/trunk/source/gui/GUItext.cpp#L37 So that's space and hyphen in the normal range, but also the complete Chinese block. If you tell me what characters are used in Japanese, I can add them too.
  15. We should fix the UI where possible, do you have specific examples? Or are you asking we make a "longword" po next to the "longstrings" po?
  16. Fixed it: http://trac.wildfiregames.com/changeset/15135
  17. In the next release, it should be pretty easy to chase (and kill) a trading caravan with cavalry.
  18. For text in UTF8, no, the numbering just continues. But UTF16 always requires exactly one wchar in the first plane, while it requires two wchars in astral planes (where the first one is a quite arbitrary number denoting the plane number). I have no idea how far our methods are prepared to support two wchars for one codepoint. But I expect it will give strange bugs.
  19. The font system only supports Unicode signs from the first plane (https://en.wikipedia.org/wiki/Unicode#Code_point_planes_and_blocks), so sadly, this excludes most historic languages. Greek could still be used though, as it's about the same as the current Greek.
  20. AIs are version specific. So the Aegis you get with A16 won't work on A15. Petra is a new AI that will be included in A16.
  21. Yes, we seem to currently validate a locale by getting all locale data from icu, and checking if it matches. While icu is clever enough to do fallbacks on its own. So we should probably just drop that check (I tested that, and it works) our maybe do the check, but only warn users about some incorrect stuff (s.a. a wrong date format) they may see.
  22. We didn't make the final pull yet. So I think you're in time. But we just noticed that ICU (https://en.wikipedia.org/wiki/International_Components_for_Unicode) doesn't know Gaelic (marking your file as invalid). Guess we'll have to find something for that (ICU also doesn't recognise Latin, but that issue was not urgent we thought).
  23. Can you disable fancy water effects (in the game settings)? I remember some effects caused the water to disappear on some graphics cards.
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