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Itms

WFG Retired
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Posts posted by Itms

  1. 54 minutes ago, Nescio said:

    As a classicist I also happen to know how Classical Greek (and Latin) were pronounced, which sound-shifts occured and approximately when, and what the modern pronounciation is. I do not have any recording equipment, but I could listen to audio files, and criticize them, if you like.

    One of the most important differences with modern European languages is that classical languages didn't have stress, they had tone (cf. Chinese); á represents a rising tone, ã a rising then falling tone, and à a falling tone. Also, vowel length mattered: ā and ă were both written a, but the former was pronounced twice as long as the latter. Around c. 300 AD stress had become common and tone and vowel length had mostly disappeared.

    As for sound values, I could write down pronounciations and highlight the differences between classical and modern. Do you understand IPA? If so, it would make things easier.

    That would be great. I do understand IPA and I should be able to pronounce tones :)

    52 minutes ago, SGK7019 said:

    And I assume I'll be posting here, right?

    You can post here whenever its better to let everybody know, and I can send you my Discord handle by PM :)

    • Like 1
  2. 10 hours ago, SGK7019 said:

    Hello again, and sorry for the bump @Itms I assume it's ok since you told me? :P Can you please give me a quick rundown of what exactly is needed right now?

    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.

  3. On 23/02/2018 at 6:57 PM, SGK7019 said:

    Hey, I just want to say that if you'll be doing anything for Ancient Greek, I'm native Greek and can help give the correct terms and pronunciation if needed :)

    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.

    • Like 2
  4. 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 :)

    • Thanks 1
  5. 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.

    • Thanks 1
  6. 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.

  7. 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

     

    • Like 1
  8. 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).

    screenshot0013.png

    - by @plumo

    • Like 8
  9. 22 minutes ago, Nescio said:

    The permanent alpha stage is actually one of 0 A.D.'s greatest assets. I hope it'll never be finished :)

    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.

  10. 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 :)

    • Like 17
    • Haha 1
  11. 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.

    • Like 1
    • Thanks 1
  12. 8 hours ago, av93 said:

    Did fatherbushido retired (as the title says?) If so, I think that's important to say thanks for all the good job done (even if I didn't agree in the gameplay decisions. I think It's so important to greet new members, but also say goodbye and thanks, cause one day you realize than somebody important of the team that contributed with effort goes away without notice. But maybe it's only on vacations or resting?

    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.

    8 hours ago, av93 said:

    BTW, I miss these post.

    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 :)

    8 hours ago, av93 said:

    You missed the Alexander new cavalry models, as always, images are exciting also for the public, think about it if you post it in IndieDb

    The cavalry models will be for a future report ;) This one is already going through validation on IndieDB.

    • Like 4
  13. 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.

    • Like 1
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