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Itms

WFG Programming Team
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Everything posted by Itms

  1. I would lean towards Syllepsis, because I'm afraid people would think we added a new Semitic faction if we go with Semitae.
  2. It would be great to have a git branch for this mod
  3. This sounds like a valid alternative. After looking in my dictionnary the correct form seems to be σύλληψις. That would give Syllepsis (or Syllēpsis) after translitteration.
  4. Maybe "Semitae" (plural, "paths") then? I like that proposal but I'm not sure the new pathfinder is the best thing to highlight gameplay-wise (capturing would make more sense).
  5. The name of the map in the gamesetup won't be the filename, but the name defined inside Atlas. If you forgot to change it it will be "Unnamed map" or something like that.
  6. Maybe r17013 fixed your problem (you have to rebuild the game).
  7. I think that units in battle (especially ranged ones) will have the same problem as animals (http://trac.wildfiregames.com/ticket/3405) so I'd like to fix that before looking at your commands file, it might be the same problem. But thanks for reporting
  8. Not at all. I thought this topic was a technical complaint about the pathfinder's current state, sorry for that mistake. On the technical side, I pushed a big change and informed you of this in this topic: http://wildfiregames.com/forum/index.php?showtopic=20032#entry309026
  9. I pushed an important change to the unit motion that should get rid of all "stuck unit" cases. Please give me feedback If everything works fine I'll test formations to see if they can be reenabled, I understand this is a must-have for players.
  10. About the Roman Hastatus, it is specifically mentioned in the template that they can't build wooden towers or palisades. So it is not a bug, it is wanted. You can still discuss that on another thread if you feel this is really missing.
  11. I made several mistakes with the latest pathfinder commits so I cancelled everything in a commit this evening. You'll have to rebuild though, I hope I'll find a way to make (good) progresses tomorrow.
  12. There you go: it's fixed in r16981. Thanks for reporting, and don't forget that commands.txt are needed to solve problems efficiently. Also please note that I had to modify the entity numbers in your file to make it work, else nothing was happening...
  13. Well, I was actually told it was far better since latest builds, so I would need a commands.txt where you show the problems in order to fix them.
  14. In the next version there is a loot counter in the summary screen (post-game).
  15. This is a problem coming from graphics. What is your config? Do you have the latest drivers installed for your graphics card?
  16. r16914 should make things better. It needs Atlas to be rebuilt though, else you'll have to wait for an autobuild.
  17. Thanks for the file, taking a look
  18. When it is out (probably in a month or so), the pathfinding lagging will be less annoying but still present. And a lot of new unit motion bugs will be here. So it is still quite "under the hood" and you'll have to wait for some time before the gameplay feels significantly better.
  19. Hi! Could you go to "Start Menu > 0 A.D. alpha > Open logs folder" and attach here crashlog.txt, crashlog.dmp, and maybe interestinglog.html (the last one only if you didn't restart the game since the error occured) Also, you can go inside the folder sim_log, find the folder corresponding to the hour you played the game, get the commands.txt which is in that folder and attach it here also. Thanks for reporting
  20. Hi, we considered that indeed, and we decided to do nothing because of the prohibitive price of certificates. But we also heard about Let's Encrypt and will definitely look into it when it's available.
  21. "I used to be a modder like you"
  22. Hi. As your offer is an actual offer and not a spam, I suppose we can let it here. However, 0 A.D. is a free, open-source game relying exclusively on the work of volunteers. If any member of your team wants to help with animations on their free time, they would be warmly welcome, but we won't collaborate with proprietary work producers. On a more general level, advertisement of any kind is forbidden on our forums.
  23. You don't need to extract the mods, just place them like this: mods/modname/modname.zip
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