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Itms

WFG Retired
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Posts posted by Itms

  1. 1 minute ago, Lion.Kanzen said:

    What about  explicit content?

    What about it? We already have naked warriors in the main game, our policy isn't going to change very much. Of course, a pornographic mod, although original and bound to attract new players, is unlikely to be validated by WFG ^_^

  2. 8 hours ago, av93 said:

    BTW, shouldn't this post be in the main page?

    We'll share this outside of the forum community in the release announcement, and then during the mod.io official marketing campaign.

    The former should aim at attracting modders, in the latter we could show some mods for our own advertising.

    Also I think we will have announcements from the various modders, since the signature and publication of the mod on the website will have a bigger impact than before, and will deserve an announcement.

    • Like 1
  3. I think we should be fine if we state clearly that mods that are signed are only checked for stability and security, and that doesn't mean wfg took any part in the realization of the mod.

    If we are facing issues, we still have control over which mods are "validated" and appear on mod.io, on top of the signature system.

    And of course we can also contact dbolical, who should be able to advise us in case of legal issues given their size and the amount of borderline mods they host already.

    • Like 6
  4. To clarify, we will only sign mods that are compatible with the Alpha releases, those should be kinda static and have "releases". But you are free to distribute pyromod files anytime, those are now easily installable by just double-clicking them.

    • Like 2
    • Thanks 1
  5. 2 minutes ago, Nescio said:

    Mods are not static. If someone updates a mod, does he have to reapply every time for a signature?

    Yes of course, the signature helps ensuring that the mod was not tampered with by anyone, so changes will make the signature invalid and it will have to be updated.

  6. Dear players,
    We have a great announcement to share with you!

    Wildfire Games and DBolical (the team behind IndieDB and ModDB, already famous in our community) have worked together to offer you a big surprise. DBolical created mod.io, a new website for sharing and downloading game mods, coming with an API. It is a bit like Steam Workshop, but open-source.
    In a nutshell, this website will allow content creators to put mods online and 0 A.D. will be able to download them directly... starting from Alpha 23! :D

    This has required a lot of work, and this is the reason why the release was delayed. We are now in actual feature freeze, and since a part of the team didn't work on mod.io and focused on fixing bugs instead, the release should happen quickly. We hope that your enthusiasm towards mod.io will be enough to forgive us for the delay and the deliberate lack of communication.

    As you can see, the mod.io website is not yet public, but we have access to it and we are able to publish official mods (i.e. the language packs for Chinese and Japanese). They will appear before the release.
    On April 26th, mod.io will go public and you will be able to create an account there and add mods. Don't hesitate to report bugs here or directly to the mod.io team, they will fix them before the official launch on May the 10th. On that date, their marketing campaign will start and we should get a lot of exposure from this, since only a couple games use mod.io as of today.

    One last thing for the modders among you: we have added a security step in order to make sure 0 A.D. will not download broken and/or malevolent mods from mod.io. In order for mods to be available for download in 0 A.D., they will need to be signed by the team. Contact us when you are ready to publish your mod, we will test it, sign it and give you the signature to put online. Your mod will be approved and available in 0 A.D. after that.

    We hope that you are as excited as we are about this, and we are looking forward to seeing your mods on this new platform soon. Don't hesitate to ask questions here if you have any!

    • Like 7
    • Thanks 4
  7. 14 hours ago, Fuzzernub said:

    @Itms Im new to the game and my friends and I have been playing for the past couple of days nonstop. When do you expect the release of A23? 

    Unfortunately, even for us, the answer to that is "when it is ready". We're really excited about revealing it, but excitement does not give extra time to work on it, alas... :)

    • Like 1
  8. Unfortunately the upgrade was unsuccessful (I got that by trying this on Friday 13th!) so we are back to the old server without any change. Sorry for the disruption...

    The new server will work with A23 and later only, so we will roll it out in several months after everybody is up to date.

    • Like 1
  9. Dear players,

    The multiplayer lobby server will be stopped tomorrow in order to perform a major update. The database migration is supposed to take several hours, during which all lobby rooms for all versions of the game will be unreachable.

    Maintenance will start at 8 AM UTC (see your local time) and will last at least until 12 AM. We hope no issues delaying the service restart will occur. I will keep you updated here.

    Please excuse us for the inconvenience! And happy playing. :)

    • Like 4
  10. A22 is indeed not in the backports :( A23 is around the corner so I don't think it makes sense to bug them again about A22 now.

    You didn't install cmake so you cannot build the bundled NVTT. Just install cmake :)

    If building from source is an issue, you can try a flatpak as a last resort: https://flatpak.org/

    • Like 3
    • Thanks 1
  11. Considering how commonplace the name "Locale" is, being forced to specify the namespace is certainly a good thing, even though it breaks stuff.

    We usually don't write "using namespace foo;", especially in headers, so I think the better fix is what elexis proposes.

    • Like 1
    • Thanks 1
  12. I'm not really sure I understand the question. Every release, we update the list of translators in the game credits by parsing the first lines of the po files. Transifex adds the list of contributors to a specific resource in a specific language, as comments.

  13. On 02/03/2018 at 11:06 AM, Jeru said:

    I suggest we reimburse one participant for the FOSDEM expenses and that person would then transmit the money to the other participants with their respective shares.

    Considering I am the one getting most of the reimbursement, I propose myself. I pledge to transmit the money that goes to other people as soon as I receive it.

    • Like 5
  14. 6 minutes ago, Nescio said:

    In that case we should seriously consider using Aramaic for the Persians: it was the lingua france of the Near-East and the language of the Persian Empire's bureaucracy. Old Persian was limited to Persia proper but certainly not widely used.

    Even among the common people that formed the military and civilians? In the game, units are not bureaucrats. But it sounds like we will have to turn our attention to Aramaic anyways :)

  15. 12 minutes ago, Abdurrahman Al Sayad said:

    but ppl bear in mind practicality if the language is difficult to find then let's go with the nearest option.

    Let's just try our best and be ambitious ;) In the mean time I'd love to hear some Hebrew version.

    Just now, stanislas69 said:

    Having more voices won't hurt @Abdurrahman Al Sayad It will always be time to tweak them to be more accurate :) Less talking more acting !

    Well more talking actually, in this situation

    • Haha 1
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