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Nescio

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Posts posted by Nescio

  1. It's best to avoid English when approximating sounds, because English orthography is horrible and because English phonology varies greatly between different dialects. The classical pronunciatition of ω is /ɔː/; if you do want English equivalents, I'd say it's the sound as in more or saw (Received Pronunciation), not slow /sloʊ/.

    Unless otherwise stated, Classical Greek means 4th C BC Attic prose, the language of Lysias, Plato, and Xenophon. There were quite a few sound shifts later in Hellenistic times:

    α, ᾳ → /a/
    ε → /e/
    ει, η, ῃ, ι, οι, υ, υι → /i/
    ο, ω, ῳ → /o/
    ου → /u/
    β → /v/

    It is important to realize e-psilon, o-micron, u-psilon, and o-mega are modern names; in Classical times they were called εἶ, οὖ, ὖ, and ὦ, respectively (other letters already had their current names); e.g.:

    Quote

    [Σωκράτης] ὧν γ᾽ ἔστιν ἓν καὶ ‘τέχνην’ ἰδεῖν ὅτι ποτὲ βούλεται εἶναι.
    Socrates: One of which is to see what the word τέχνη (art, science) means.

    [Ἑρμογένης] πάνυ μὲν οὖν.
    Hermogenes: Certainly.

    [Σωκράτης] οὐκοῦν τοῦτό γε ἕξιν νοῦ σημαίνει, τὸ μὲν ταῦ [414c] ἀφελόντι, ἐμβαλόντι δὲ οὖ μεταξὺ τοῦ χεῖ καὶ τοῦ νῦ καὶ τοῦ νῦ καὶ τοῦ ἦτα;
    Socrates: Does not this denote possession of mind, if you remove the tau and insert omicron between the chi and the nu and the nu and the eta (making ἐχονόη)?

    — Plato Cratylus 414b–c

    [EDIT]: In short, ε was /e/, ει was /eː/, η was /ɛː/, ο was /o/, ου was /oː/, and ω was /ɔː/ in Classical Greek.

    • Like 1
    • Thanks 1
  2. 4 minutes ago, Thorfinn the Shallow Minded said:

    All of these are done very well.  One criticism I have is for the Falcata.  The proportion of the blade length to the hilt makes it seem more like a hunting knife than a sword.  The reproduction I have seen are generally much longer than what you have.  That said, I am no expert on the subject and if you have any good reference for why you made it so short I would appreciate it.  Even that issue is quite minor; again excellent work.

    Well, I'm not an archaeologist either, but it was certainly not a hunting knife; the Iberian falcata is basically equivalent with a Greek makhaira; here's an original:

    https://upload.wikimedia.org/wikipedia/commons/c/c4/Falcata_ibera_%28M.A.N._2003-114-51%29_01b.jpg

    (Description says 4th C BC, length 53.1 cm (20.9″).)

  3. 1 hour ago, GunChleoc said:

    Thank you for your expertise!

    Can you add IPA to pronunciation notes like these? This way, it will be clear which sounds are actually meant rather than substituting to sounds of modern languages that are somewhat similar but not the same really. It would enable people who do no know these languages the chance of doing recordings. For example, from your description, omikron looks like [oː] (a long vowel) and omega looks like [ow] (a diphthong), is this correct?

    Here you go:

    Consonants:

    β, π, φ, ψ are pronounced b, p, pʰ, ps
    γ, κ, χ, ξ are pronounced g, k, kʰ, ks, exception: γ before {γ, κ, χ, ξ, μ, ν} is ŋ
    δ, τ, θ, ζ are pronounced d, t, tʰ, dz/zd (ζ is debated, there are decent arguments for and against both options)

    σ/ς is s

    λ, μ, ν, ρ are l, m, n, rʰ

    Vowels, monophthongs, and diphthongs:

    α, αι, ᾳ, αυ are a/aː, ai̯, aːi̯, au̯/aːu̯ (yes, αι and ᾳ are different)
    ε, ει are e, eː
    η, ῃ, ηυ are ɛː, ɛːi̯, ɛːu̯
    ι is i or iː
    ο, ου, οι are o, oː, oi̯
    υ, υι are y/yː, yi̯
    ω, ῳ are ɔː, ɔːi̯

    Basically, α, ι and υ can be long or short (dictionaries distinguish between ᾱ, ῑ, ῡ and ᾰ, ῐ, ῠ, text editions don't), ε and ο are always short (ει and ου are their long counterparts), η and ω are always long (no short equivalents).

    Word-initial vowels:

    ἀ (lenis): no aspiration
    ἁ (asper): aspiration, i.e. h+vowel

    Accentuation:

    ά (acute): rising tone
    ᾶ (circumflex): rising then falling tone
    (grave): falling tone

    • Like 3
    • Thanks 1
  4. Actually one of the reasons listed at WP:account is:

    Quote
    • Edit without revealing your IP address (which can be used to trace your physical location) to the public.

    Also:

    Quote

    Once you have had an account for about 4 days and have made at least 10 edits, you will be allowed to:

    Some people use bots to vandalize Wikipedia, Wikipedia uses bots to detect and report vandalism. You can appeal to basically anything on Wikipedia; if you leave a message at the appropiate talk page (there ought to be a link in the warning message), then you prove you're a human person.

    • Like 1
  5. 6 minutes ago, stanislas69 said:

    Atlas uses wxwidgets to do its ui rendering unlike the game which uses something so it might be that you are using a too recent version of it 3.04 I don't know. Does the fedora29 compiled game has issue ?

    So the problem possibly is my software is too recent? And yes, the 0ad version I'm using is the official package provided by Fedora (0ad-0.0.23b-1.fc29.x86_64). I also tried re-installing it (`sudo dnf remove 0ad*` followed by `sudo dnf install 0ad`), but the problem remains the same.

     

  6. What I don't understand is why only Atlas causes problems; running the game or other software doesn't have graphical issues. Besides, Atlas worked as it ought to be in the past (A22). Furthermore, I frequently update to the newest software (I think I started with Fedora 23 on this machine; now it's Fedora 29) and newer software is more likely to support newer hardware, and vice versa, isn't it?

  7. Although I am not an artist, I do believe I've a decent understanding of the simulation/templates/ files. I think there ought to be twelve cattle templates, each with their own actor: gaia/fauna_cattle_*

    • aurochs.xml, aurochs_bull.xml, aurochs_infant.xml
    • eurasian.xml, eurasian_bull.xml, eurasian_infant.xml
    • senga.xml, senga_bull.xml, senga_infant.xml
    • zebu.xml, zebu_bull.xml, zebu_infant.xml

    Perhaps create a single parent (template_unit_fauna_herdable_domestic_cattle.xml) to avoid unnecessary duplication. See elephant for comparison.

    • Like 2
  8. 0abc updated:

    • changed unit rosters of all factions (see 0abc-readme.pdf, unitroster.pdf, readme, or forum post)
    • starting units:
      • one healer, five women
      • two melee infantry, two ranged infantry
      • one cavalry, melee or ranged
      • four goats (75 meat each), three sheep (100 each), two pigs (150 each), or one zebu (300 each)
      • Britons: one war dog; Mauryas: one support elephant
    • organized generic fauna templates
    • differentiated specific fauna species
    • standardized unit icons (except ships) to be actor based (units.zip):
      • shows full unit
      • transparent background, square canvas
      • melee and non-combatants orientated from top-left to bottom-right, ranged from top-right to bottom-left
      • player colour scheme:
        • b: blue (hsv: 225°, 100%, 100%; rgb: 0%, 25%, 100%)
        • a: green (hsv: 90°, 100%, 100%; rgb: 50%, 100%, 0%)
        • e: golden (hsv: 45°, 100%, 100%; rgb: 100%, 75%, 0%)
        • c: red (hsv: 0°, 100%, 100%; rgb: 100%, 0%, 0%)
        • h: purple (hsv: 270°, 100%, 100%; rgb: 100%, 0%, 75%)
        • support: cyan (hsv: 180°, 100%, 100%; rgb: 0, 100%, 100%)
        • siege: white (rgb: 100%, 100%, 100%)
        • fauna: white (rgb: 100%, 100%, 100%)
      • e.g. Macedonian infantry crossbowman champion:
        mace_infantry_crossbowman_c.png.da35ea035d33d5133507282bd3d94c4e.png
    • changed selection shapes:
      • star: catafalques and heroes
      • plus: healers
      • rhombus: ranged
      • circle: melee and non-combatants
    • tweaked aura overlays:2142051909_Screenshotfrom2019-02-1419-21-57.png.c3af9c1a63bee94e9f4a97015b807fcb.png
      outward pointing, inward pointing, zigzag, and pluses correspond to, respectively:
      offensive (chariot), defensive (trader), economic (centre), and healing (healer) auras
    • scythed chariots have melee attack (20% crush, 40% hack, 40% thrust)
    • numerous smaller tweaks and corrections; as usual, see 0abc-readme.pdf for more detailed information
    • Like 1
  9. On 2/7/2019 at 8:31 PM, vladislavbelov said:

    Could you post your system details (OS, its version, CPU, GPU, etc)? Did you compile the Atlas or you use the packaged one? Which version of wxWidget do you have?

    From first look it seems that it's a problem with wxWidget.

    The packages as listed at build instructions are up to date:

    Spoiler
    
    [b@p50 ~]$ sudo dnf install gcc-c++ python subversion zip cmake patch boost-devel libcurl-devel enet-devel libpng-devel libsodium-devel libvorbis-devel libxml2-devel openal-soft-devel pkgconfig SDL2-devel wxGTK3-devel gloox-devel libicu-devel miniupnpc-devel nspr-devel php-cli php-xml
    Last metadata expiration check: 0:29:05 ago on mer 13 feb 2019 09:41:43 CET.
    Package gcc-c++-8.2.1-6.fc29.x86_64 is already installed.
    Package python-unversioned-command-2.7.15-11.fc29.noarch is already installed.
    Package subversion-1.11.1-1.fc29.x86_64 is already installed.
    Package zip-3.0-23.fc29.x86_64 is already installed.
    Package cmake-3.12.1-1.fc29.x86_64 is already installed.
    Package patch-2.7.6-8.fc29.x86_64 is already installed.
    Package boost-devel-1.66.0-14.fc29.x86_64 is already installed.
    Package libcurl-devel-7.61.1-7.fc29.x86_64 is already installed.
    Package enet-devel-1.3.13-10.fc29.x86_64 is already installed.
    Package libpng-devel-2:1.6.34-6.fc29.x86_64 is already installed.
    Package libsodium-devel-1.0.17-1.fc29.x86_64 is already installed.
    Package libvorbis-devel-1:1.3.6-3.fc29.x86_64 is already installed.
    Package libxml2-devel-2.9.8-5.fc29.x86_64 is already installed.
    Package openal-soft-devel-1.18.2-6.fc29.x86_64 is already installed.
    Package pkgconf-pkg-config-1.5.3-2.fc29.x86_64 is already installed.
    Package SDL2-devel-2.0.9-1.fc29.x86_64 is already installed.
    Package wxGTK3-devel-3.0.4-4.fc29.x86_64 is already installed.
    Package gloox-devel-1:1.0.14-8.fc29.x86_64 is already installed.
    Package libicu-devel-62.1-3.fc29.x86_64 is already installed.
    Package miniupnpc-devel-2.0-10.fc29.x86_64 is already installed.
    Package nspr-devel-4.20.0-1.fc29.x86_64 is already installed.
    Package php-cli-7.2.14-1.fc29.x86_64 is already installed.
    Package php-xml-7.2.14-1.fc29.x86_64 is already installed.
    Dependencies resolved.
    Nothing to do.
    Complete!

    Any suggestions on how to have Atlas use the full area, instead of only a quarter?

    ~/.config/0ad/logs/system_info.txt

    • Like 1
  10. 1 hour ago, Angen said:

    @Nescio you can be tricky and add phase technology only to chosen civs so another will have no chance or requirement to research or use it. 

     

    I think that you cannot have phase_metropolis_{civ} in templates because it is passed to children and if they do not have specified file, they use generic. The solution would be really to set that phase just to specific civs structure and unit files, not to templates.

    Actually I tried that too, giving the centre the following production queue:

      <ProductionQueue>
        <BatchTimeModifier>0.8</BatchTimeModifier>
        <Technologies datatype="tokens">
          phase_town_{civ}
          phase_city_{civ}
          phase_metropolis_mace
          phase_metropolis_ptol
          phase_metropolis_sele
        </Technologies>
      </ProductionQueue>

    But then I get the following errors:

    541538845_Screenshotfrom2019-02-1222-16-34.thumb.png.ab81887257bba38f5436a5c25f9d32ce.png

    Neither the fourth phase nor the library or siege tower show up.

  11. 11 minutes ago, Angen said:

    @Nescio you can be tricky and add phase technology only to chosen civs so another will have no chance or requirement to research or use it. 

     

    I think that you cannot have phase_metropolis_{civ} in templates because it is passed to children and if they do not have specified file, they use generic. The solution would be really to set that phase just to specific civs structure and unit files, not to templates.

    Yes, but if e.g. the Gauls capture a Seleucid centre, then they (G) can research the metropolis phase there.

  12. 2 hours ago, Angen said:

    Did you try to remove generic one? 

    Yes, I did (nogeneric.zip):

    Spoiler
    
    ERROR: File 'simulation/data/technologies/phase_metropolis_generic.json' does not exist
    
    ERROR: JavaScript error: gui/reference/common/helper.js line 133 TypeError: loadTechData(...) is undefined isPairTech@gui/reference/common/helper.js:133:11 loadProductionQueue@gui/reference/common/core.js:138:8 getTemplateListsFromTemplate@gui/reference/common/core.js:94:22 compileTemplateLists@gui/reference/common/core.js:41:15 selectCiv@gui/reference/structree/structree.js:87:22 __eventhandler96 (selectionchange)@civSelection selectionchange:0:1 init@gui/reference/structree/structree.js:47:37 __eventhandler63 (press)@structreeButton press:1:7
    
    ERROR: GUI page 'page_structree.xml': Failed to call init() function

     

    Nor do I understand why the A22 situation doesn't work (a22phases.zip):

    Spoiler
    
    WARNING: JavaScript warning: gui/reference/common/helper.js line 112 reference to undefined property g_ParsedData.phaseList[0]
    
    WARNING: The "phase_town" technology is not researchable in any structure buildable by the athen civilisation, but is required by something that this civ can research, train or build!
    
    WARNING: The "phase_city" technology is not researchable in any structure buildable by the athen civilisation, but is required by something that this civ can research, train or build!
    
    WARNING: Unrecognised phase (phase_village)
    
    WARNING: JavaScript warning: gui/reference/common/helper.js line 100 reference to undefined property g_ParsedData.phaseList[0]
    
    WARNING: Unrecognised phase (phase_village)
    
    WARNING: Unrecognised phase (phase_village)
    
    WARNING: JavaScript warning: gui/reference/structree/structree.js line 189 reference to undefined property buildList[phase]
    
    ERROR: JavaScript error: gui/reference/structree/structree.js line 189 TypeError: buildList[phase] is undefined selectCiv@gui/reference/structree/structree.js:189:3 __eventhandler96 (selectionchange)@civSelection selectionchange:0:1 init@gui/reference/structree/structree.js:47:37 __eventhandler63 (press)@structreeButton press:1:7
    
    ERROR: GUI page 'page_structree.xml': Failed to call init() function

     

     

    1 hour ago, Servo said:

    I think errors on palisades is still there. Yes you can build it but you can’t make a gate. Also after you build a palisade and you want to make a gate then the error occurs. The error occur when you click on the built palisade.

    I will try to look if there is interesting log on it. 

    Btw if I update and replace the previous one all saved games disappear too meaning I have a new file that stars from 0. Can’t it be that it just revise the file and have the saved games intact and all added ones will be available for the saved games?

    Version numbers are there for a reason: to prevent you from loading save games started under an earlier version, which sometimes might work, but can also cause errors and crashes. Therefore only the save games matching your current mod selection show up in game, all others exist but are hidden. Also, you can have different versions of the same mod installed; just don't load them simultaneously.

    So if you want the palisade errors to disappear (and to enjoy numerous other changes), finish your save games, update the mod, and start a new game.

  13. 15 minutes ago, Angen said:

    @Nescio what 100% means for damage type? Does it mean it has number 100 or it there is only that damage type used?

    It means its damage is purely of one type. Actual numbers can vary, e.g. infantry spearman currently has 7 thrust damage and cavalry spearman 10 thrust damage; those numbers are subsequently modified by technologies and auras; e.g. mercenaries have their attack damage (all types) multiplied by 1.15, champions by 2.0 (and a mercenary champion thus by 1.15×2.0=2.3).

    15 minutes ago, Angen said:

    btw, that post about to remove any from phase json and to use specific phase file for civ for which you need different requirments was fix for the bug in tech tree in case I was not clear about that :)

    Yes, I figured out it works if one has five files:

    phase_metropolis.json
    phase_metropolis_generic.json
    phase_metropolis_mace.json
    phase_metropolis_ptol.json
    phase_metropolis_sele.json

    However, then the phase is available to all factions, which is not what I want. In A22 I could simply do everything in a single file, and limit it there to those three civs.

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