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Posts posted by Itms
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This was probably introduced in r15996. To avoid compilation errors, just right-click on the test project in visual studio and click on "Unload tests".
We're working on the issue, but it's not our main concern either, so please be patient and avoid PMing people and upping your forum threads.
Thanks in advance.
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Sound good. Some maybe need more emotions?
Yes, probably! Would you see a word I'd really have to improve? I'd record this word with several tones and intensities to help making a choice.
Thanks for the feedback.
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Hello, everyone!
After working on the translations (see this thread), here are some recordings I made: Dropbox folder
Like I feared, "herd" and "fish" are quite long and could use a different phrasing.
Please share your opinion! People with actual knowledge of the language are warmly welcome to review the translations and the pronunciation
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Error 74 error C2039: 'test_unix_ExecutablePathname' : is not a member of 'TestSysdep' D:\10962\source\lib\sysdep\tests\test_sysdep.cpp 38
Error 78 error C2039: 'test_unix_ExecutablePathname' : is not a member of TestSysdep' D:\trunk\source\lib\sysdep\tests\test_sysdep.cpp 38
So what did you do exactly?
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I created a ticket for this here: http://trac.wildfiregames.com/ticket/2938
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You can avoid this by two ways:
* if you have another graphics card than the integrated intel one, use it
* if you don't, enabling "Prefer GLSL" in the options should solve itSorry for the inconvenience!
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Me warning auron about his tone doesn't mean you are allowed to say whatever mean thing crossing your mind about 0 A.D. players, Qwerty.
Also, I really dislike when I read "I know I wasn't polite".Everyone here should try to think twice before posting, or we will lock this thread where interventions have been harsh since the beginning... Thanks for understanding, and please edit some posts above!
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auron, even if everyone and their cat voicing their opinion on the forum is tiring (maybe even exasperating!), it's not enough for being harsh with people as you just were (especially towards new community members). It's not the first time I read yell-ish and quite disrespectful posts from you, btw.
Please calm down and edit your previous post, especially the last sentences.
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Hello!
I've been studying some bases of Sanskrit so that I can contribute to Mauryan voices. As a first step, here are the translations I made using the Monier-Williams English-Sanskrit Dictionary. Some grammatical mistakes might be present, so if anyone has some knowledge of Sanskrit they can voice their opinion.
Some forms may be a bit long, so maybe it's better to change some strings (for instance, saying "Fisherman" instead of "I will fish" would probably be better).
Thanks in advance!
What is it? — kim asti? — किम् अस्ति?
My lord? — svāmin? — स्वामिन्?
I will walk — yāsyāmi — यास्यामि
I will fight — yudhiṣyāmi — युधिष्यामि
I will build — nirmmāsyāmi — निर्म्मास्यामि
I will work land — kṣetram kariṣyāmi — क्षेत्रम् करिष्यामि
I will gather together — cesyāmi — चेस्यामि
I will herd — yūthaṣaḥ saṇganiṣyāmi — यूथषः सण्गनिष्यमि
I will fish — matspān grahīsyāmi — मत्स्पान् ग्रहीस्यामि
I will attack! — ākrāmisyāmi — आक्रामिस्यामि
I will repair — pratisanādhāsyāmi — प्रतिसनाधास्यामि
I will hunt — mṛgayisyāmi — मृगयिस्यामि
I will heal — shamayisyāmi — शमयिस्यामि
I will march! — yātrām kariṣyāmi — यात्राम् करिष्यामि
I will retreat! — palāyisyāmi — पलायिस्यामि
I will oversee — upadrakṣyāmi — उपद्रक्ष्यामि- 5
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I recently made some steam grid images for 0 A.D.
They look really good!
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I'd say, without hesitation, that you should keep citizen soldiers (they won't be removed from the main game, hopefully) and see how things turn out. It's not clear to me that there is an incompatibility between citizen-soldiers and differenciation by costs until I actually see it
Edit: I'll answer to the poll to give you feedback, but expect conservative answers!
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There is a data structure we have to update and clean up, which is the spatial subdivision used by the range manager (for line-of-sight, fog-of-war, etc.). The relevant ticket is #2430.
Even if a patch was proposed by wraitii, a member of the programming team, we still haven't taken any decision regarding it.
Moreover, many data structures were modified by RedFox and the majority of these changes had to be amended for several reasons: optimization is necessary but must be done without introducing bugs, which is difficult. Maybe other data structures are in the same situation, but they don't come to my mind right now.
I don't know to what extend you have to "make improvements" yourselves or if you can review, clean up and improve patches, but this topic is a central and complicated topic in the current state of the development and it would be interesting for you and great for us if you could make things move in this area!
Thanks for your interest!
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Hi Prodigal Son!
About giving ideas and feedback, I think it would be great, during the development of your mod, to find a way to share some changes, in order to include them in the main game. I don't know whether it would be a huge additionnal work for you to generate patches, but it would be too bad if your implementation of distinctions between civs was impossible to add to the main game.
Good luck for this mod!
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Hello beau, no problem! A documentation manager is always welcome
Feel free to try to update the document that feneur mentioned above, it really needs an update. Also, don't hesitate to drop by the development IRC channel #0ad-dev if you have any question!
Thanks for your interest in helping us
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Can you post an actual .patch file (and this time do it from the main folder instead of /sources)?
Yes, but not only. This is, unfortunately, useless noise on the forums. Just create a Trac ticket describing what the patch should do. Attach the .patch file, following these instructions.
However, you're only commenting out code. So, even if the code you remove is heavy and problematic, it does do something and removing it must lead to unexpected behaviour... Anyway, just move on to Trac and we'll see about that patch.
Thanks in advance.
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Great idea! Is there already a ticket for that? Just to not lose the idea in the forums
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Hi Gronvik!
Cool to hear the project has started! Don't hesitate to communicate about the current state of the game, to gather feedback and attract a community of people who can follow the updates :-)
Good luck!
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This is a known bug, but I personally find it neat
More seriously, http://trac.wildfiregames.com/ticket/919
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We don't have a GUI for triggers yet, but this document describes thoroughly the system: http://trac.wildfiregames.com/wiki/Triggers
Feel free to ask questions if something is not clear.
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the new balancing is a step backward in my opinion.
Maybe it's not my role to answer this because I've not been an active part of this rebalance, but the big idea is: we "violently balanced" the gameplay to remove any over/underpowered unit strategy. That's debatable because we also removed much depth along with these imbalances, but that way we have a sane base to improve on.
This is still the balancing status of an Alpha release, in which we corrected "bugs" and regrettably introduced new ones, and we will do whatever possible to eventually fix them
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Hi, what is the exact error message? Can you attach your mainlog (see GameDataPaths)? Thanks in advance!
Also, I remind you that you won't be able to resume a game with an AI, as AI data can't be saved yet (but the game crash shouldn't happen, and it doesn't on my machine).
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This is a really interesting wish-list I didn't read in detail because, eh, it's quite large
But I encourage you to try the new Alpha which will be released in a few days, and which addresses a representative subset of the remarks above (as zzippy just said).
Thanks a lot for your committed feedback!
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Hello everyone!
As you may know, we're in the process of releasing the next alpha version of 0 A.D., Alpha XVII Quercus.
Throughout several phases, we prepare the release to offer you a top quality, playable version with brand new features. For two weeks now, we've been in what we call the feature freeze. The idea is to stop adding new features, and focus on remaining bugs that could harm the players' experience.
To spot bugs and fix them, we organized some Staff Multiplayer sessions the past weeks, but today, we'd like the entire community to lend us a hand and participate to this session!
How to participate:
This might be a bit tricky, but you'll have to install the development version of the game.
You must follow the instructions that are given in this page: BuildInstructions.
Windows users: you only have to follow these instructions, no need to compile the game and everything!
Beware: This procedure is quite straightforward, but it can take much time, so prepare yourself in advance if you can...
If you encounter problems, please post in this thread and we'll answer as soon as possible.
We'll gather in the IRC channel #0ad (http://webchat.quakenet.org/?channels=0ad) at 18:00GMT. Go to this page to know which hour it will be in your local timezone.
Objective:
For this session, we must verify some memory issues have been fixed. So the idea will be to organize large games, 3v3 or even 4v4. Individualist players, you're warned!
The principal objective is still to have fun together!
We hope to see many of you tonight, to discover this preview and, hopefully, ensure we can release it really soon!
Cheers
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[FIXED] The SVN16011 error.
in Bug reports
Posted
Should be fixed in r16013.