Jump to content

Itms

WFG Programming Team
  • Posts

    2.677
  • Joined

  • Last visited

  • Days Won

    141

Everything posted by Itms

  1. Alright, I am surprised by the error message then. But in any case, the template you attached has a typo, the closing </VisualActor> tag is malformed and misses the forward slash.
  2. Ah that sounds strange then. Just to be sure, did you restart Atlas so it loads the new template file names?
  3. Depending on the mods activated when you started Atlas, it should be in a mod directory under maps/ (if it's the public mod, it's binaries/data/mods/public/maps/). It's likely to be a scenario map, so saved under scenarios/. There will be an XML and PMP file, open the XML one.
  4. If the map was saved with a reference to the old 'par_' name you will have to edit the map XML file yourself. Use Find + Replace.
  5. Why is the file called 'parth_infantry_spearman' but the map tries to load 'par_infantry_spearman'?
  6. "Failed to parse XML" means your XML is malformed. You probably have a typo in that file too, care to attach it? Or open it in a nice editor like Stan suggested
  7. Please post the full file so we have the complete JSON hierarchy. Sometimes one forgets to close a single-element object or array, or make other small mistakes like this
  8. The issue probably comes from the line just before (it would be a missing comma or something like this). Additionally you have a wrong period instead of comma for Mithridates' emblem.
  9. Hello, this was fixed in the development version and an experimental minor version OSX bundle was published in January, to allow people to use Atlas. However it wasn't tested extensively and we have been preparing the next release for some time so it never became the default OSX bundle. You can find it at http://releases.wildfiregames.com/rc/. Does it solve your problem?
  10. Modding the default config, which is what you want, is not possible (the default config file is not part of the public mod). We have a ticket for this: #1810
  11. The different grids (terrain, pathfinding, territory, etc) don't have the same resolution for technical reasons (performance but also by technical design) so I'm afraid it would be difficult to improve that. Alternatively, I think it would be possible (a tad difficult too) to just detect the issue is linked with map boundaries and display another message than "invalid terrain", which is not accurate. I'd suggest creating a ticket, maybe somebody in the future will have an idea so this works without bugs. Backlog, Should Have, UI and Simulation.
  12. When it was first proposed the subforum would have been quite empty and we didn't know whether it would fill much, but this topic is a proof it would work indeed! I propose we create one when A22 is out, in order to mark the occasion
  13. Oh, ok We might not remove it in the future then
  14. Itms

    Program Error

    A patch is at https://code.wildfiregames.com/D636, it can be tested.
  15. This is the console, that we never use, even for developing, and which is likely to be removed in the future. The key to make it appear (or disappear) is the one on top of Tab, left to the 1 (it is ² on French keyboards, not sure about other layouts). Regarding the swastika it is a shame it was used by Nazis. Other beautiful symbols, like the Norse runes Sigel and Odal, were twisted the same way.
  16. You can recommend both She still has at least a week to discover A21, and if she eagerly waits for A22, all the better!
  17. In that case let's just forget those guys and not publicize them
  18. Lion, submitting to Steam Greenlight already costed $100. They are actually lowering the barrier. I masked your posts that were disrespectful towards other game developers. Not everybody can create games that are as perfect as 0 A.D.
  19. Indeed, that's just a "meantime" solution. It would already give a lot of directions for newcomers
  20. Ah that's clearer. We should think about that, it would be nice to have a list of all the mods existing, that are scattered across the forums. Ideally we could have ratings, etc. In the meantime, what about creating a git repo in 0ADMods which is a curated list of user-generated content? It would be similar to awesome lists that are quite popular. Call it awesome-0ad or something and create a section for overhaul mods, for new civs mods, for map mods, for other tweaks that are not mods etc. Each item can have links to the repo, the subforum or forum topic, the moddb page, etc. You can then take pull requests and make sure the list stays tidy. When the list is displayable enough we can add it to the important places, like the website
  21. Dear members of the community, it's been half a year since I took the lead of 0 A.D. (time flies so fast!) and I would like to give you some news of the team and tell you what we've been up to. Programming We faced big issues in the programming area during 2016. The game is more and more complete, and, as a consequence, more and more complex to maintain. With each new feature come new bugs, and we must be very careful as it is easy to create regressions, i.e. bugs that were fixed but reappear due to another change. The number of things to keep in mind when we change parts of the code also increased drastically over time. There are several ways to address this, and we decided on a new programming workflow, in which all our patches are reviewed to avoid oversights. On top of preventing a lot of mistakes, the mood has improved as we have clear and, it seems, efficient, rules. The review process mainly happens on our Phabricator instance. It is integrated with a set of automated tools that help us automatically catch mistakes (with linting) and prevent regressions (with unit tests). Some of those systems have just been set up and we hope we can tweak them over time to continue increasing our efficiency. In the near future, we will look into using our AI to automatically test the game. This new workflow also proved helpful to handle the stream of patches from occasional contributors. Some of the contributions were especially welcome and we are happy to have a working review process again, otherwise we would have lost the great work. We are looking forward to welcoming some of the contributors in the team when they are ready. Speaking of which, we are delighted to highlight the arrival of @s0600204 in the team! s0600204 made a lot of important contributions throughout the years and the team was unanimous in proposing him to join us, which happened a few weeks ago. Art The artistic team didn't rest on their laurels either. As you already know, the new unit meshes, along with brand new animations, are now in the game! The cavalry units are still missing but they are being prepared and you can expect news in the near future. We also started working on new icons for a variety of units, structures and technologies, and you can already see a lot of them in the development version of the game. The new units are a great milestone in the development of the game and we already have plans for the future and possible areas of improvement. We'll keep you updated! Acknowledging our design issues Despite all those great news, a few of you have rightfully expressed their disappointment about our need for a better gameplay design. The original vision of 0 A.D. founders is, naturally, not easy to follow when the project has accumulated more than a decade of various contributions. We received interesting gameplay proposals from dedicated members of the community but none of them met the unanimous enthusiasm of the team, which led to more frustration for both sides... This is the topic on which we will focus our team discussions now. The ultimate goal is having a modern game design document that revives the original goal of the founders while properly allowing people to contribute to it. Nothing is decided yet, but rest assured that we are taking the issue seriously, even if it takes us time to reach a decision. A new release is near! Our next announcement should be the release of a new Alpha version, which is exciting. I'm not going to detail its content, but you are encouraged to test the development version, and help us catch some bugs before we start packaging it. Last minute additions may or may not happen, depending on the nastiness of the bugs that might delay the release, the weather, or the astral conjunction Just stay tuned! Thanks for your support, your enthusiasm, and for being the best community we could dream of.
  22. I'm not familiar with Heaven Games, but what do you miss exactly? You can already upload and discuss things on the forums, right? If you're talking about the play0ad.com website itself, we could talk about the mods and community contributions more, but that wouldn't be a community-editable space.
  23. Hint: The thing you are trying to do is very similar to the preview when placing a building.
  24. Well that's the code you need to write actually The job is figuring out how to implement that. But if you don't know, you can create a ticket describing the feature, explaining that it's different from the waypoint flags thing, and attaching your art to it. Then you push a contributor into writing the code while the team members are busy with the release
×
×
  • Create New...