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Itms

WFG Retired
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Everything posted by Itms

  1. Thank you very much for the detailed reference. I can't wait to try recording stuff!
  2. That would be great. I do understand IPA and I should be able to pronounce tones You can post here whenever its better to let everybody know, and I can send you my Discord handle by PM
  3. Yes! I'd like your input on the voices I recorded, that can be found in the top post of this thread. Especially the first ones, which are Ancient Greek recorded with a modern pronunciation. You can also give your input on the other ones. If you think what I did is worth it, @Abdurrahman Al Sayad can use my recordings as a reference so that we have diverse voices recorded.
  4. Your input would be needed here then (sorry it's a bit of an old topic!): In short I would like to use modern pronunciation for Hellenistic factions including Ptolemies, and the commonly accepted pronunciation of Ancient Greek for Athenians and Spartans.
  5. Welcome Abdurrahman! Our main necessity is unit voices in ancient languages, but maybe we need narrative recordings in the future (for instance for campaigns). What recording material do you have at your disposal?
  6. The 0 A.D. package in the openSUSE distribution is missing a maintainer. Currently Philip (@Ykkrosh) is marked as maintaining the package, whereas he has been retired for years. If you are using openSUSE and have an interest in package maintenance, please let the maintainers of the games project know!
  7. Itms

    Building Error

    I believe you actually encountered a bug in gcc 6.3.0 where the parallel build fails for some reason (looking at the assembler messages above it must be some race condition on the access to some temporary file). If you have some time maybe you should report it upstream or ask your package maintainers. You should try make -j3, there are good chances that our code doesn't trigger this bug, and it will allow you to build more quickly (you shouldn't have to build SpiderMonkey too often). You're welcome
  8. Itms

    Building Error

    It looks like SpiderMonkey compilation doesn't work with your compiler (doesn't look like it's related to dependencies). I compile it with GCC 6 as well on my Linux box (and so do a lot of people) so there must be some strange thing happening with your setup. Can you give us the output of g++ -dumpversion (maybe it's some strange minor version) Or maybe try update-workspaces.sh -j1 Really I'm not sure where that could come from, so I'm just throwing ideas.
  9. Ah well looks like that's what I'm getting for being too lazy to look up what "PPC" meant
  10. I'm afraid we don't have the manpower to support old versions of OSX (we barely have the one to support recent versions), so the only thing we can do is looking for Mac developers. @Travolta you didn't answer stanislas69's question, did you test the dmg we provide? We sort of guarantee support for 10.7+ Intel, but that doesn't mean it won't work anywhere else.
  11. Thank you for the praise I have all my receipts and the other attendees should as well. We will send those by PM as they contain personal information.
  12. Dear members of the treasury committee, Following FOSDEM 2018 which took place this weekend, with five of the team members attending, please find attached the details of expenses engaged for the event. We are looking forward to reading your reply and we are happy to answer any additional question you might have. Itms, on behalf of the attendees. FOSDEM.pdf
  13. Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present this monthly development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, we urge you to post your application in our forums or just grab a task from our list of open tickets and get right to it. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Head to our forums and join our active community! FOSDEM @ Brussels 3-4 February Those who'd like to meet members of the development team and are available this weekend, can join us on FOSDEM: "a free event for software developers to meet, share ideas and collaborate. Every year, thousands of developers of free and open source software from all over the world gather at the event in Brussels". We'd love to see you there, and maybe grab a beer afterwards! The Team expands! We are proud to accept temple into the 0 A.D. programming team! May his commits be many and his whitespaces few (C++ joke)! Programming Itms, our project lead, has been working on a breakage in Jenkins, a tool that helps us ensure code quality by running tests in order to check the code for warnings, and has looked into goodies for FOSDEM (spoiler). mimo updated the AI to support the new combined victory conditions, among his ongoing improvements to the AI. He has improved the performance of GetEntityState by merging it with GetExtendedEntityState (performance improvement when selecting many units), reported some map errors and reviewed temple's formation patches. elexis "I like Vectors" has rewritten a lot of old random map generation code that will allow the player to select the biome on random maps. Other features: River maps are rotated arbitrarily, so that players get a truly unique map generation each time. The game now supports uncapturable Gaia fortifications. bb has committed the new game setup User Interface, providing sufficient space to add more game settings for the foreseeable future, and the combined victory patch. Vladislav reviewed a few patches and returned to working on post-game charts. Imarok committed a couple of minor GUI fixes. More importantly: he also worked on secure lobby authentication and a mod version test in the lobby (multiplayer). gallaecio has improved a couple of English strings. s0600204 worked on the template viewer patch. It is a new dialog that can be opened from the selection panel and structure tree and displays statistics and descriptions about the selected unit or building. temple worked on unit AI with dropsite distances (e.g. mill, storehouse) and visibility checks, fixed blinking territory and a couple of things with formations. He also fixed dock placement and updated some patches, which are waiting for a review by other programmers. Now he is turning his attention to the diplomacy color patch, together with Elexis, and balance changes for the next alpha release. Art & Sound LordGood has been working on the building sets. He committed a Ptolemies stable, archery range, workshop & elephant stable and a Roman stable & workshop. Stan has done some crash reporting and tried to reproduce call stacks, has worked on fixing the soundmanager bug that has been here since r9055 and has commmitted templates for new heroes. On the art side: he created many new helmets and caps. Alexandermb, a skillful new artist, has been very active. He has had his new models for horses and spears committed, aside other art improvements like giving siege weapons engineers. Omri Lahav, our composer, has not been idle in January. So much so that we'll dedicate a separate development blog to his work of late! Stay tuned! Community Contributions Dunedan and fpre's efforts to help with alpha 23 GUI and lobby patches, both coding and reviewing are greatly appreciated by the team! Lion.Kanzen recorded new sounds for the archery range. Hannibal_Barca has uploaded a beautiful winter river map. wowgetoffyourcellphone contributed new icons for dogs and for cavalry. Bigtiger created a beautiful skirmish map: Via Augusta. Leyto created a Muskox texture, that was committed to the game. Image: LordGood's Roman Workshop, front-side and back-side (centre). - by @plumo
  14. In a private staff discussion, we had thought of "B. Population Cap"/"A. Housing limit" However, the issue was that using "Housing limit" would make us change the majority of strings related to population and we would end up with something that is not commonplace in RTS games. I feel like it's the B. word that especially needs an original idea.
  15. Thank you very much for contacting them and getting involved and of course for all the translation work!
  16. I'm curious to know why you think so I agree it's a very positive thing for us when people realize we still aim at something even better, but on the other hand at some point we have to create something that is complete and officially released for the general public, don't you think? We will still have Part 2 to start working on, if what you are afraid to miss is the ability to follow developments.
  17. All the members of Wildfire Games wish you a Happy New Year 2018. May it be full of wonderful surprises and of achievements in your projects and personal lives! As for 0 A.D., the year ended with a great recognition from our community of players and followers: we were awarded a Honourable Mention in IndieDB's Indie of the Year competition! This is the best we can achieve considering we already made it to the top 5 in 2012 and cannot be ranked again... unless we enter the Released category! Be sure that we are headed towards that direction. We are looking forward to all the new things happening to the game in 2018 and we thank you, old-timers and newcomers in the community alike, for being a part of it
  18. Hello, this was reported by @GunChleoc six months ago and the issue came from Transifex and their new PO parser (which Tutorials uses because it's a recent resource, while others still had (have?) the old parser). Was the issue fixed at some point only to reappear, or is the bugged parser still in production after such an amount of time? You should contact Transifex directly. Their support is usually quick to answer questions so at least we have an update on the issue.
  19. I moved the topic to Help & Feedback. Thank you for promoting 0 A.D. @rugk Maybe you'll be interested in this other topic:
  20. Only a few hours left! Rush to the IndieDB page, and don't forget to login if you can http://www.indiedb.com/games/0-ad
  21. He did retire, and it was his choice to leave without big announcements. It goes without saying that we are extremely grateful for all the work done, as the community is. He is greatly missed already. We did as well! But I'm thrilled to disclose that @plumo is very happy to be back and that you should see regular development reports again The cavalry models will be for a future report This one is already going through validation on IndieDB.
  22. I think asking him is not a problem at all, and it doesn't even need to be official, if you folks want to ask him as members of the community that sounds fine to me. However, if we need to put money in this, then my opinion is we're not ready, for all the reasons mentioned above Any publicity is publicity, I agree with that, but it makes no sense to spend money on presenting something that might significantly differ from the final product. IMO going to Beta is a guarantee that the game is ready to be judged by the general public. We will also be in a position of handling criticism from players that are outside the community, which is something we cannot dedicate most of our time on right now.
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