Jump to content

Itms

WFG Programming Team
  • Posts

    2.646
  • Joined

  • Last visited

  • Days Won

    137

Everything posted by Itms

  1. 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!
  2. This is a known bug, but I personally find it neat More seriously, http://trac.wildfiregames.com/ticket/919
  3. 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.
  4. 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
  5. 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).
  6. 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!
  7. 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
  8. 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.
  9. 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...
  10. 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!
  11. 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!
  12. * 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.
  13. 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?
  14. You guys can't know how glad I feel when I read such comments.
  15. Can you try with latest SVN? (there is an autobuild coming soon) Scythe fixed several broken things regarding templates
  16. Hello, can you check in the main menu, in Tools & Options > Options, that the sound values are not set to 0? If they are ok, the problem must come from your sound system, I know I have often issues when I try to setup sound on LInux
  17. http://trac.wildfiregames.com/wiki/BuildInstructions
  18. You can read http://trac.wildfiregames.com/wiki/BuildInstructions, but this is a bit technical SVN is just the development version, actually. Anyway, it would be cool to fix the problem you described, even if you choose to change version. If not for you, tracking bugs is important for us! Did you try what I proposed?
  19. If you don't know what is svn, you're not using it The error looks like a bad install. Can you do the following? 1) Uninstall 0A.D. 2) Go to C:\Users\your-name\AppData\Local and remove entirely the 0 A.D. alpha folder. If that fails, restart your computer and retry. 3) Install 0 A.D. again. Thanks in advance!
  20. Also, one thing we need to know is the version of 0ad you use (svn or regular release). Knowing your OS is also essential, but that will be in system_info.txt. If that happens during a game, and not at launch or something, don't forget to add the commands.txt corresponding to the game you were playing (in the sim_log folder). Is it the first time (or one of the first times) you play 0ad?
  21. I'm willing to continue gudo's work, as he seems to have discontinued this (gudo, if you drop by and want to continue yourself, don't hesitate! you know better than me the current state of this). I'm currently updating the list with contributors mentioned since gudo's last intervention, and I'll also add some patch writers I remember, credited in commit messages. NOTE: I won't add any translator's contribution here because I think this is to be discussed (with languages coordinators, specifically). I'll create a topic for that soonish.
  22. Yeah, we don't have 64-bit versions for Windows
  23. During the last meeting we also agreed this idea was good. IMO there are not many differences between the two ideas: they both focus on the development state (it's been 5 years / we're mature and we have mods) and not on the gameplay, which is logical because of the lack of one big feature. To me Quercus just sounds prettier, but obviously not everyone will agree, it's a personal feeling. And I'd disagree about "Expanding the modability of the engine can happen every day of the week", the mod selector is one huge change in the process of separating pyrogenesis from 0ad.
×
×
  • Create New...