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Everything posted by Itms
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Yes, of course, you can do anything you want with my recordings
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Ok, I personally think like Stan that this is a micro placement issue ^^ I'll record this again tomorrow, along with Latin sentences, to see if I can improve this
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implodedok: I don't have access to this type of device. Do you think this is a general problem in my files or it is just for some recordings? To really figure out how I could get rid of 'pops'
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Unit voices - Greek pronunciation
Itms replied to Itms's topic in Game Development & Technical Discussion
Just posted some recordings here: http://www.wildfiregames.com/forum/index.php?showtopic=18643 Please share your thoughts -
Hello! As I said in this topic, I wanted to work on unit voices and remarked that current voices (created for Hellenes) use a modern pronunciation. However, I don't want to replace them, please read the other topic and give me input if you have some In the meantime, I recorded voices. I used http://trac.wildfiregames.com/wiki/Audio_Voice_List. 1) I recorded voices using the current, modern pronunciation. Theses records may be useful because for the moment, for male voices, we just have 4 sentences recorded... Update (20/05): They can be found here. 2) I also recorded voices with ancient (commonly accepted) pronunciation. Update (20/05): They can be found here. Please share your thoughts! Many thanks, Itms
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Hello everyone! I'm currently working on unit voices for the different civs, and I saw that we were looking for a different Greek pronunciation for Macedonians. Currently, the voices we use are voices for Hellenes. However, they use a quite modern pronunciation, not exactly the modern Greek one, but very close. Linguists tend to think that attic pronunciation used to be a bit different. For example, θ wouldn't be pronounced 'th' as in 'think', but rather as a 'aspirated' t. Same applies to φ or χ. So I think it would be interesting to use this pronunciation for Hellenes and to keep the current voices for Macedonians, and also for Seleucids. Do you agree? Thanks for your input!
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Unit voices - Translations for Latin
Itms replied to Itms's topic in Game Development & Technical Discussion
And do you agree on translations? What translations did you use when you recorded your voices? (btw, if you still have them I would be pleased to hear them ) -
Hello everyone, I'd like to help with Audio voices. So I propose here a list of Latin translations for the sentences needed. I'd like feedback about these, did I do mistakes, do you have better ideas, etc. Lion, apparently you already did some recordings some time ago, so you should have some things to say about it! Latin translators of the game too might have an opinion on this. Thanks!
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Hello everyone, I have been thinking recently about such a mod manager system. If I can give you a hand, don't hesitate to tell me! I have a few ideas about how to realize in in practice, but in general I have problems concerning usability and clarity for the user, so a whole team of modders with specific needs would be perfect ^^ For the beginning I think we should implement the "manager" as a part of the public mod, like we do when we launch Atlas from the main menu. When it is functional maybe we will be able to create a meta-mod, but this is another decision because 0 A.D. is after all the main game here, and all (y)our work of modders depends on it
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No problem! We're taking care of it
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Like I said ;-) It's still a wip though
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We shall also modify pregame strings, because Pureon's new UI style will replace the current one soon.
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Does reviewing actually lock the translation ? I only thought it was a way of remembering which translations were approved. In that case I'm sorry if I let mistakes in my reviews, as I'm the only one reviewing French (until now !)
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Did you contribute to 0 AD? Make sure you get in the credits!
Itms replied to gudo's topic in Applications and Contributions
Hello gudo, could you add me to the list ? My real name's Nicolas Auvray and I contributed as a programmer. Thanks ! -
As many already said, I think we could focus on translations, or at least on the deployment of the localization system in the game. And of course our main goal shall be getting rid of performance problems...
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LAVS, I really like the 6th, as you do. Could you make rhythm variations with it, to make a distinction between alerts and end of alert ? Thanks for your work !
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Hello everyone, and Merry Christmas ! I am currently working (when I have some time ) on the Alert behaviour, which works like a Town Bell. However, it works with a system of levels so I'd need a set of two icons featuring a horn, meaning "increase level" and "decrease level" (what about a horn with bell down, or bell up ?) Thanks a lot to whoever wants to help me finish the patch with these icons !
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No, I can't commit, but my patch is ready. Even if the team accepts it, we need the icons to commit the feature on the svn.
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I just updated a new version of my patch ! I still need icons for it ; now I'd only need a button to "increase the alert level" (maybe with a kind of upper arrow) and another one to "end the alert"; whatever the instrument figured is ^^ Thanks !
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New Alert feature ("town bell") : How many levels ?
Itms replied to Itms's topic in General Discussion
Hello everyone ! I just posted a new version of the patch on the Trac, to correct all the hardcoded stuff. I decided not to change anything about the number of levels. Currently one can increase the alert level, up to two levels. The first garrisons female citizens, the second all the units. I did decide this because the ideas of two separate switches / several levels of alert are incompatible. Moreover : -> The aim of this new version was to generalize the code, and only two buttons can fit in the UI. With N switches with any N, this is impossible to handle. Here only two buttons are needed (ie. increase level of alert and reset), for any number of levels. -> I was definitely convinced by many of you, who reject automatic micromanagement. The ones who wanted a unique button still can toggle the button to the maximum level to garrison everyone in the closest building. -> If the programming team wants to change level 1 to "garrison citizen soldiers", it's now up to them, my new code allows it. Thanks for participating to the topic ! -
New Alert feature ("town bell") : How many levels ?
Itms replied to Itms's topic in General Discussion
SDM : For one level, which units should it put under alert ? All or female or workers ? Lion : So, how many levels would you need ? -
New Alert feature ("town bell") : How many levels ?
Itms replied to Itms's topic in General Discussion
Thanks anyway ! Other opinions about the number of levels ? -
New Alert feature ("town bell") : How many levels ?
Itms replied to Itms's topic in General Discussion
You're right about the 3 clicks ; but the idea was to have a finite radius for the bell, to only raise the alert in a specific place. However, we also could change entirely the point of view and implement a general alert level which would alterate the units' behaviour ? (for instance see comment #9) Personnaly, I don't like much the idea, especially because of the global range -> many people agree on a finite bell radius, I do too. -
New Alert feature ("town bell") : How many levels ?
Itms replied to Itms's topic in General Discussion
It wouldn't be logical to use the minimap if the alert is raised by a specific entity (and I think we shouldn't change that). -
New Alert feature ("town bell") : How many levels ?
Itms replied to Itms's topic in General Discussion
Thanks for your ideas and points of view ! sanderd : Challenge accepted ! First I'll replace the hardcoded stuff. Replying to the last posts, it seems that the problem is all about micromanagement and choice of garrisoning units. What about using the UnitAI stances (for non programmers, the buttons at the left bottom of the unit's portrait : agressive, passive, standground etc.) ?