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sanderd17
WFG Retired-
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Everything posted by sanderd17
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We don't care about reputation points, or hot posts. The team members that are active on the forums just read everything. So you don't have to force yourself to post stuff that earns reputation points, or asks for extra comments. We don't care about that. It a lot better if you share something you're genuinely interested in, or some problem you've discovered that nobody has noticed yet.
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Your files need to have the names as other factions, so {civ}_barracks.xml for the barracks and so on.
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What's the best civilization. Your opinion matters!
sanderd17 replied to Keaton the Wise's topic in Help & Feedback
I like how this post will be outdated in about 30 days My favourite faction are the Mauryans, they have very nice artwork, and nicely animated elephants I won't comment on the statistics, as those change every week anyway. -
The backbone just isn't stable enough (we can't allow games crashing just because the translation isn't good). So it has to wait a bit until it's stable enough. Also, even the languages over 80% aren't all good. Some still need a lot of review.
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You need the SVN version to have the engine, but your mod won't be there. The best thing to do is to set up your own repo for a mod (if it's open source, lots of places give free repos, like GitHub). When you have your own repo, you need to check out the game where you want, and you need to check out the repo so the path is recognised by the game (depends on your OS, see here for the paths). So for Windows, you can have the C:\Users\JohnDoe\Documents\My Games\0ad\mods\medieval directory. And you don't need the pmd converter. Most apps can read collada, but they can't read the old PMD format, and now everything is in collada anyway. Success with the mod.
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http://trac.wildfiregames.com/wiki/Manual_Cheats I don't remeber if the population cheats work in A14 though.
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Easter egg for holidays and December.
sanderd17 replied to Lion.Kanzen's topic in General Discussion
Erik just wants to points out that you say "Eastern egg" (= egg from the east) while it should be "Easter egg" (= gift for a special occasion). But yeah, nothing against easter eggs. -
I think you typed "aegi" instead of "aegis" ( you forgot the s). Unless the copy paste it wrong.
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For #686, there's someone working on showing the number of researched technologies in the summary screen, but I don't think anyone is doing the other scores. Both tickets would be welcome and would give a good start to work on the project. For art tasks, it's best to start an introductory topic (like here: http://www.wildfiregames.com/forum/index.php?showtopic=17853 ) where you start on one of the open art tasks (http://www.wildfiregames.com/forum/index.php?showtopic=17730 ) For code, if you want to discuss something, there are a lot of devs active on the #0ad-dev IRC channel on QuakeNet. The most activity is during the European evening/night though. Don't hesitate to ask questions regarding code structure, or ask if someone can review the way you're going. Good luck.
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you need to edit the civ json file (public/civs/***.json), there, you can see "SelectableInGameSetup": false at the bottom of the file, which should be true. http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/civs/celt.json
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yes
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Re-launch of for Honour and Glory and presentation
sanderd17 replied to NoMolester's topic in 1,000 A.D.
Glad to see this mod going again. I don't think you will need too much programming, the types of weapons didn't really change since the ages BC. But if you have requests, I think the main programming team can help. But I'm very interested in all the new art you guys will bring. -
You need to edit the unit template, and add the building to the builder entities (like you see the athen gymnasion and other buildings here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/athen_infantry_archer_b.xml )
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I do like that planes die in water, but they indeed should come back from the border (otherwise you get problems because they aren't attackable in any way). This should be fixed in SVN now (needs recompilation though).
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This causes some cheating issues IMO, you can just send one unit to scout, and if everything is clear, you can let your army run to there. Or the other way around, let your scout run back to the base. True, running is already a tricky strategy (units currently run to the centre of their positions). It's used by several good gamers currently. But by selecting the first unit to run to, it will even be more gamable. For the original question, alpha123 once made a patch to let units move without formation. But it's not in game because formations would need proper fixing.
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Railings = fence And I agree, it's really too thin. In game, such thin things will hardly be visible.
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I like the thought of a "killing corridor". What do you think about having a gate without doors? But instead give a quite powerful attack to the gate with a very small range (so it only really attacks enemies in the gate).
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I'm afraid we can't help in a legal way. The sounds aren't owned by WFG in any way, the authors still have all their original rights, and WFG only has the rights granted per CC-BY-SA, as anyone has. So to do it in a legal way, you'd have to search the original author of the sound, and ask permission directly. It will be a hard job, certainly for old files, as most old-time contributors are gone. You can view the history of most sound files in our trac (like this for the barracks sound: http://trac.wildfiregames.com/log/ps/trunk/binaries/data/mods/public/audio/interface/select/building/sel_barracks.ogg ), there you can ask the one who originally uploaded it, if the source his sounds came from can legally be licensed under GPLv2, and if he's willing to.
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The tiger looks really good in game, but it's a bit too active for me. I think it would be good to reduce the roaming time (now it walks too much imo), and it would also be nice to have a "sleeping" idle animation (it could be a really long animation, as cats do sleep long in general, maybe start and/or end with the yawn).
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I like your walls, they really look good. But they are wider than most other walls though (at least the base is wider). You should edit the footprint and obstruction size. I think for the footprint depth, something like 10 or 11 metres would be good. The obstruction depth can be a bit smaller, something like 9m. When you edit the footprint size, you'll also notice that the walls aren't perfectly centred. It would be nice if you could fix that and centre them better. Also for the length, it's better if you take the exact length from an existing old wall (f.e. the Greek ones). This causes less problems with the scripts (scripts need the wall length to automatically compose walls out of wall pieces). For now, the template data comes from the Greek walls, while the actual lengths are longer. This can cause walls sticking out of towers. For now, the short segment is about 3m too long compared to the Greek short segment, the medium segment is about 1m too long, and the long segment is about 2m too long. Here, it's really better to shorten the models as it needs lots of tweaking to get the length values correct.
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===[COMMITTED]=== Town Bell icons and sounds
sanderd17 replied to Itms's topic in Completed Art Tasks
Though we like IRC discussions, it won't help a lot to get icons The code in the patch is good IMO, I still need to test it though (my SVN is a bit messed up, so I'll first have to clean the mess), but when it's tested, and some icons are available, it can be committed. -
To make skirmish maps, you indeed need the SVN version for now, but it isn't difficult to make skirmish maps (just replace the CCs and units by the appropriate skirmish variants, and disable some defaults). I like your map tbh, but I'd like it more if you could make the paths more clear with textures. When you start, it's not very clear how you can get off your hill, or if you can climb a certain mountian or not. In atlas, you can enable the passability overlay (in the terrain section). if you set it to "default", you'll see where every unit can pass. Then you can colour the passable bits of the hills with a different texture (something like gravel or similar). And for the lag, well, big maps cause big lags, but it's something we should solve in the code, not forbid big maps.
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Your favorite movies
sanderd17 replied to NoMolester's topic in Introductions & Off-Topic Discussion
The latest film that "caught" me was "The Broken Circle Breakdown". It's hard to have this movie as a favourite, but it does something to people.