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Everything posted by Itms
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Simulation Clock does not have hours
Itms replied to Tiger's topic in Game Development & Technical Discussion
I created a ticket for this here: http://trac.wildfiregames.com/ticket/2938 -
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 it Sorry 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!
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Pictures for Grid View of Steam library
Itms replied to Xeramon's topic in Eyecandy, custom projects and misc.
They look really good! -
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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Students interested in helping out
Itms replied to vmurthy's topic in Applications and Contributions
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! -
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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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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[INVALID] Developer Overview in Multiplayer Mode with AI
Itms replied to JuKu96's topic in Bug reports
This is a known bug, but I personally find it neat More seriously, http://trac.wildfiregames.com/ticket/919 -
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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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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Hi! What do you mean by "unlock"? You have to perform a port forwarding between your router and you computer. If you don't know how, please tell us.
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Unfortunately, the problem is that nobody is really actively working on the pathfinder. wraitii started to work on Philip's codes, but he's really busy these days. Pathfinding really requires more programming skills than most of other systems of the game...
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Audio Design 5 - Voice List
Itms replied to Acumen's topic in Game Development & Technical Discussion
Hello Erutuon and thanks for this work! I will study this proposal with the help of my books when I have time (i.e. after A17 release). I hadn't checked the ancient translations before recording them but we have, indeed, some of them I can't find in my dictionary, so they are either wrong either uncommon and we should update them (σιαχνω is a good example). Thanks for working on this! -
Hello Erutuon, and thanks a lot for the input on this! I'm French so I'm not a native English speaker at all, I'm quite surprised you thought I was, because I don't see how I would pronounce Greek with an English accent I'm actually aware of all this, and I didn't try, indeed, to add the pitch accents, because I'm not used to pronounce them and I was afraid they would remove some authenticity because of my lack of practice I'll try to improve the recordings that way. I'll also try to insist on the vowels length, this time the problem was the pace. My first attempts were really slow and boring to hear and I put the vowels length a bit aside, I'll see what I can do. Finally, about aspiration, I did try to capture it but it's hard to ear it in the recording, and too much aspiration is bad for the sound quality... I'll come back with new recordings when the work on the new 0AD release is behind us, I'm also commenting on the other thread, thanks again for your professional advice!
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* Construction progress not shown on fogged foundations. If you mean the visual actor ascending from the ground, yes I know, I didn't investigate though. See next bullet points... * Can't delete foundations placed in fog of war unless they are visible, but why? * ...unless you place a foundation in a visible area, then open the delete confirmation window, and the foundation becomes fogged, then you can delete it, but it will reappear until the area becomes visible again. If there's a gameplay reason for not deleting foundations in FOW, I guess it should be verified in Commands.js. In that case, the kill button in the UI should also be hidden. ... now the foundation placing system is quite bogus with respect to the new FoW, I'd like to redesign it somehow (#2710) but I think the current state is still acceptable. Please tell me if you disagree. * Got this warning once, not sure how to reproduce it yet: WARNING: JavaScript warning: __internal(32) press line 0 reference to undefined property g_Selection.toList(...)[0] No idea * Hovering status bars (for health, etc.) aren't visible on fogged entities, not sure if this is intentional since it worked in previous releases. Note that it's not really accomplishing anything, because I can still see the health of the entity by clicking on it. This is half intentional, I found it rather logical, given that we lack information about the actual state of the entity. Your point is valid though, I will fix this when I can.
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The zip thing is normal. The problem must come from outside the game, however we should find a way to correct this for the players (and first for you!). Is anybody familiar with sound on Linux?