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sanderd17

WFG Retired
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Everything posted by sanderd17

  1. Please don't do that "50% f mais rĂ¡pido" trick. They'll make it hard to track down the strings with issues. It's better to just leave them not translated. That way they're easier to find. And as leper said, you can download the po file, edit it offline, and upload it again. This avoids the % problem too, and you can give the correct translations.
  2. Bridges have been discussed. The team would love to have them, but they're too much work for now. You need to have walkable objects for that, just as you'd need for walkable walls. Now, the only thing we have for bridges is some bridge edge model. So you can elevate the ground in atlas, give it a stone or wood looking ground texture, and add these edge models to the side of your bridge.
  3. if the shield is held a bit higher, like he ducks for an arrow, I think it will be filled better. I don't know if it will be clear enough it's a spearman in that case.
  4. Hi, programmers don't need to apply for something. You can just take some task on trac (http://trac.wildfiregames.com/report/1) preferably some beginners task (http://trac.wildfiregames.com/report/16). Note that beginners tasks do expect you know something about the subject and you know how to program, but they are beginners in a sense that you don't need to know a lot about the structure of our engine. For starters, it's easiest to take a JS task. JS code doesn't need to be compiled, so it's very easy to set your development environment up (a decent text editor is enough). JS also offers lots of features like automatic garbage collecting, dynamic typing ... So it's a lot easier to learn than C++. When you took a task (not all tasks are listed btw, if you think the game needs something, you can propose it), you can always ask us for help. The programmers are mostly on the IRC channel #0ad-dev on quakenet. Mostly during European evening hours, until American evening hours.
  5. The model looks great this far. For the base, IMO it should either be a rocky peninsula (so without a brick bridge), or a brick base (maybe including a brigde).
  6. Yes, LOL. Welcome to the forums and thanks for your suggestions so far Btw, for the icons, I think it's ok, but if you derive something from those icons, you also need to make it available under the same license. I guess attribution is ok when you want to advertise the game.
  7. The Nazis alone used lots of symbols, like the eagle. Next to that, you have the multitude of symbols used by other fascist movements. I don't think we should, or even could ban them all from the game. Most of those symbols have a classic meaning, which is very different from the fascist meaning. As we're a game about the ancient times, it's clear we want to stress the ancient meaning.
  8. That, and specific help is very valuable. General help like "you need to improve your lag" isn't help, but specific help like "this algorithm uses more time than it should, and here is a better version" can help a lot. The same with texts. Complaining generally about the texts, well, we know that already. But give a list of texts that definitely need improvement, and fixes for those, and it will help a lot.
  9. If you mean the ancient, pyramid-building Egyptians, those will never be included because they're way out of the timeframe. The most powerful rulers of Egypt in the timeframe were the Macedonians under Alexander the Great, and his successors, the Ptolemaic dynasty.
  10. You can gather some and make a trac ticket for it (trac.wildfiregames.com), or make a forum post with a list of those.
  11. Check the game data paths to see where things are saved: http://trac.wildfiregames.com/wiki/GameDataPaths Try deleting them there, if something isn't deleted, ask again here.
  12. Well, I don't oppose taking text from Wikipedia given it's good enough, and we have some credit somewhere.
  13. If you can identify those strings, and write new versions for it, you're very welcome. I suggest you log them in a trac ticket, so someone can get them in the game.
  14. Did you ask on irc too? I saw you, but didn't know what to ask, as the things you did seemed right. Maybe try #0ad instead of #0ad-dev. Preferably after 10 PM French time, then there are some Americans active too.
  15. As our data has the same license as Wikipedia, it's enough to mention it somewhere. Just as we mention the contributors.
  16. So you can save for the pool until you think you need it? But when you used your slaves, and they die, your pool stays empty until you kill new units? Sounds nice and feasible to implement (if a trac ticket for it is made, someone might just implement it).
  17. If you want to test (I would call it beta test, as we didn't even reach beta), you can look at the wiki and see how to build svn. I don't think we really need ideas for cheats, they just appear when some dev feels like doing something different. For other ideas, please keep it implementable
  18. part 2 is planned to be between 1 and 500 AD. But if you can arrange an army of artists, I'm sure we could make more parts Once part 1 is completed, the code base won't require a lot of changes anymore. Mainly the art needs to be updated.
  19. I'd check the source code again, there are unit tests for both c++ and js side. They're under simulation/tests in both cases. Only a few components are tested though, and that's because lack of time. But the framework is present. The tests can be run via the test or test.exe executables.
  20. Parts of it probably will, but it has to be sorted out which parts. The megapatch as a whole probably won't be included.
  21. See http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/game_speeds.json I do think the maximum speed is limited by practical limits. You'll notice, when the game lags, the game seconds will be slower than actual seconds. So from the moment the game lags, you won't be able to speed it up any more (or lags are mostly CPU lags). Also, there's a non-graphical replay possible, that runs at full speed (without rendering, just using the CPU to calculate the simulation as fast as possible), but I don't know of an option to allow this for live games (non-replays).
  22. ./pyrogenesis -quickstart -autostart="Oasis 04" -autostart-ai=1:aegis -autostart-ai=2:aegis -autostart-ai=3:aegis -autostart-ai=4:aegis see http://trac.wildfiregames.com/browser/ps/trunk/binaries/system/readme.txtIn the logs, you can find a commands.txt, you can use this for non-graphical replays. http://trac.wildfiregames.com/wiki/GameDataPaths http://trac.wildfiregames.com/wiki/EngineProfilingI do warn you, the game is still in development, so new features are added from day to day, and statistics are changed. Some statistics changes break the AI in unexpected ways (like a change to disable farm fields until you've build a farmstead, there was no way the AI could foresee this). EDIT: added some links to documentation
  23. yes, that's a known problem, the AI will go out of sync (at least aegis, don't know about qbot) when the players are on a different OS.
  24. lobby isn't available in svn yet, but should be included soon (though the lobby devs are rather busy now). castles don't need distance restrictions imo, as they're expensive enough, so you can't build a lot of them close to each other and still protect your entire frontline. A new fundraiser is not planned as far as I know, we'll first use the money raised with this one.
  25. The build.sh command can be added to the update_workspaces.sh script. But it doesn't have the right permissions for now (the build.sh file was missing the x permission), and for some reason, that file is also crashing for me. I'll investigate that further. Edit: it was simple, you need scons as an extra dependency.
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