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Everything posted by Itms
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Introduction (Recording and languages opportunity)
Itms replied to TenLeftFingers's topic in General Discussion
Hi TenLeftFingers! Thanks for your interest. It would be great to have your help on this topic, although plans are still a bit vague. We don't intent to use modern Irish but contributions to Greek would be appreciated. I should post a number of updates about the unit voices soon (in a few weeks). Be sure that I'll ping you about it -
The PPA version has been patched. Please run sudo apt-get update && sudo apt-get upgrade and it should work. Please report if it doesn't, and sorry for the inconvenience.
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The PPA version has been patched. Please run sudo apt-get update && sudo apt-get upgrade and it should work. Please report if it doesn't, and sorry for the inconvenience.
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@stanislas69 Unfortunately I was supposed to go with sanderd17 but he isn't available because of work currently, so we probably won't attend FOSDEM 2017. I hope we can attend the next event, and that you didn't plan to make the trip just to meet me
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0 A.D. has a new Project Leader, was presented at an event in Toulouse, and is well on its way to have the new unit models implemented. New Project Leader Our previous Project Leader Erik 'Feneur' Johansson has decided to step down, but will remain on the team and still help out with administrative tasks. Nicolas 'Itms' Auvray will take over the responsibilities as Project Leader for 0 A.D. and lead the team to Beta and beyond. Here are a few words on how he sees the future of the project: I am deeply honored to become the new Project Leader after Erik, who has been an incredible source of motivation since I started to contribute to 0 A.D. As a programmer of the game, you should expect my first objectives to be related to the technical side of things. I would like to improve the environment of the programming team, in order to make the development less difficult and stressful; and I also plan to focus my programming activity on the libraries we use, and on communicating with the teams who create those. If we improve that environment, we can recruit new people and have more workforce to push the game towards Beta. However, I also want to be an actual leader for the project and its community as a whole, so feel free to contact me if you think something is needed in some area. I will be far more active in the forums and I'm eager to discuss with you all! Finally, I would like to thank everyone for being part of such a great community. The game would be nowhere near its current state without you, and we can accomplish even more great things together! 0 A.D. at Capitole du Libre The 19-20th of November, Itms went to the Capitole du Libre event in Toulouse, France, to showcase 0 A.D. and give talks. If by any chance you were there too, thanks for participating in this very cool event! 0 A.D. is already quite renowned in the FLOSS community, but a number of visitors discovered the game for the first time and were greatly impressed. The game, while still in development, is already suitable for a general audience. Itms could give a talk about the game and how Wildfire Games develops it, and also conducted a workshop where players could install 0 A.D. Alpha 21 on their machine and enjoy a game together. Everybody had a lot of fun! Itms also met 0 A.D. enthusiasts, including older ones. The image below shows Alpha 4 and Alpha 21 meeting each other: If you are yourself a 0 A.D. enthusiast, don't forget to spread the word around you, so the game attracts more players and reaches new heights. Plenty of New Art on the Way Our Art Lead Enrique has been busy, both in real life and working on 0 A.D. In real life he got married, congratulations Enrique. Working on 0 A.D. he has created more than 90 animations for the new unit meshes which brings them a lot closer to being finished. You can watch several of them in the video below. He has also created the Seleucid Champion Elephant: Our other artist Johnathan (aka LordGood) has also been busy and has among other things created two new main menu backgrounds, construction models for a couple buildings, some new animations, and several more things. Carthage themed main menu background. Models to be used for buildings being constructed. Apart from that there has been work done on both mod support, balance fixes, AI improvements and more. If you want to get a list of all the major things done for Alpha 22 so far check the Alpha 22 changelog (it is updated as new things are added to the game, so keep coming back to it if you want an overview of changes as they happen).
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Hello please help me in a problem I do not understand?
Itms replied to CerveruzGod123's topic in Help & Feedback
Thanks for the report, please read http://trac.wildfiregames.com/wiki/ReportingErrors -
The sentences are already ready for Greek, they're the ones we use in game, although the pronunciation tends to be too modern. See here for a suggestion: And see here for recordings, that were never merged because I didn't have access to material anymore when people gave feedback, and then I didn't have much time :
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Hi, thanks for the report! I opened a ticket for the issue. That had been noticed in multiplayer games but not in the situation you described.
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Grmbl, still no luck here, you need some debug symbols. If you are motivated, you could follow http://trac.wildfiregames.com/wiki/BuildInstructions to know how to build a Debug version of the development version and get a backtrace again.
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You'll need 't a a bt full' to get the good thread, see http://trac.wildfiregames.com/wiki/Debugging#CallstackonLinuxOSX You can post the part between that command and quit, the rest is not really useful. Thanks for your time
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Yes sorry, in step 4 you should break it to get the trace.
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Yes, the steps above are correct.
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You mean 'gdb'? When the crash happens, inside gdb, type 'bt' to have a backtrace and post it here. But I don't think that will give us more information than just the fact that there is something strange with your CPU. Isn't it caused by some manipulation you did when I suggested touching some settings?
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We desperately need those indeed. For the record, I think that something along the lines of kicking down doors was the best solution brought up. Currently some units use pitchforks, which looks a tad ridiculous. Some people were in favor of using the healing animation but that would look "magical" - however cheering with weapons and armor would be a nice addition to kicks and bumps.
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I believe this comes from the hardware detection that fails on your CPU (it is really strange it does though). As a workaround, you can try to modify user.cfg under ~/.config/0ad/ and set userreport.enabledversion = "0" Does that help?
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It's done - I'm sorry I wanted to do that earlier today but didn't have access. If you have the motivation to take care of coordinating the Greek translation I don't think you need to be tested or anything. Greek is not even a language we currently include in releases so it's not a source of concern, the important thing is that the translation work goes on!
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Would you be interested in becoming coordinator for Greek?
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I am deeply honored to become the new Project Leader after Erik, who has been an incredible source of motivation since I first started to contribute to 0 A.D. As a programmer of the game, you should expect my first objectives to be related to the technical side of things. I would like to improve the environment of the programming team, in order to make the development less difficult and stressful; and I also plan to focus my programming activity on the libraries we use, and on communicating with the teams who create those. If we improve that environment, we can recruit new people and have more workforce to push the game towards Beta. However, I also want to be an actual leader for the project and its community as a whole, so feel free to contact me if you think something is needed in some area. I will be far more active in the forums than before, and I'm eager to discuss with you all! Finally, I would like to thank everyone for being part of such a great community. The game would be nowhere near its current state without you, and we can accomplish even more great things together!
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Just post here, and we'll figure out who could/would like to become the new Greek coordinator.
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Yes! Really, it's all about maintaining a functional Greek team
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It depends on each language team: there are translators, reviewers and coordinators. Only the reviewers and coordinators can review the language, but if they are not active enough the review won't happen. I see there are no reviewers in the Greek team and I don't know whether your coordinator is still active (he was the first to work on the language). You should contact him if you want to become a reviewer, or report here if he is not active at all anymore.
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Introducing another programmer
Itms replied to yawin's topic in Introductions & Off-Topic Discussion
Hello, and welcome to the forums! It's totally possible to use pyrogenesis (our custom engine) and create a game with it. A lot of mechanics of the game, and also art, as Lion.Kanzen said, are outside of the engine and totally moddable. You have the choice between creating a mod that will modify some things in the main game (all the current mods by the community do that) or replace the main game by yours. It all depends on how much your idea is different from 0 A.D. (is it historical, realistic, etc.) and on your interest in getting close to the development of 0 A.D. If you replace the main game by yours, you will not receive the updates and bugfixes we include in the main game, and I'm afraid you will not be able to go far especially if you are alone. It might be easier to create a mod on top of the main game. Regarding the technology, all the mod programming is in Javascript. This forum has a lot of resources for everything art. If you want to learn more, you can visit the wiki on our bugtracker, especially this page: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers You can also say hi on IRC, on the 0ad-dev channel on QuakeNet. Even if you don't want to contribute to 0 A.D., feedback from people who use the engine is always appreciated! And don't hesitate to ask if you have more specific questions. -
As GunChleoc said, this is definitely something we would love to have in the game. From the programming side of things, this would need a lot of work, but if you are up to the task please propose patches! Did you already take a look at http://trac.wildfiregames.com/wiki/GettingStartedProgrammers? Don't hesitate to ask around if you need some tips. And welcome to the community!
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I split this discussion from the announcement topic. @imperium you should post further replies here.