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Posts
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Posts posted by andy5995
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I thought about starting a github repo and collecting replays from people, and merge PRs if I knew the player submitting.
I would probably want to add 0ad admins/ops or well-known players as collaborates so I don't have exclusive admin control of the repo
Although if there was high interest in something like that, it would probably be better if it were started by a long-time member of the 0 A.D. Team, imo- 1
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@spartan117fan There is a modding guide that may help you if you're still interested in changing the defaults.
Also, there is a subforum here with more information about modding:
I'm not sure that you want to make changes to public.zip though.
@stanislas69 I notice public.zip isn't mentioned in the modding guide, though I understand why you mentioned it.
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Hi, @Supimajo. I see no one has answered this after 2 months, and your post may have gotten buried.
Bitte tell me, what do you mean that it is "not conspicuous"? The way it is supposed to work is that the WIN/LOSE dialog pops up and a button has to be clicked to make it disappear. Is that not happening correctly?
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I see no one's replied to this yet.
(bump)
Can anyone help troubleshoot this problem. @sanderd17, @stanislas69, @elexis?
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@Greco I saw this ticket and thought you may be interested:
#3879 Walking animation for pig and goat
EDIT: Also #3935 Slaughtered animation for bears, goats and pigs and
#3594 Add animations to capturing
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I played the modified Corinthian Isthmus (4) map on Windows a couple days ago.
I didn't see any error messages in the console like the ones shown in the description of #1619.
As far as using the term "crash", I think we need to be more specific. Stan, do you get a window with a white background that pops up first? Gives a generic message (apparently generated by a 0 A.D. error-trapping routine) about encountering an error, and the buttons "continue" and "break" at the bottom.
After I hit continue, I get a Windows dialog about encountering a problem and needing to close 0 A.D.
I'm no expert, but I'm not convinced this is related to #1619.
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Hi, Greco, welcome.
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I'm not sure if there's indication from enough users that this patch would be in high-demand.
If you are interested in this patch, please hit "like" on the first post of this thread, or leave a comment on the trac ticket mentioned in the first post. That will help give us an idea on how we should prioritize this patch and if it will be included in the next release.
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The only directory I've found that contains files close to what elexis is looking for is
audio/trunk/_work_in_progress/Onager%2C Ballista%2C Ram July 22nd?order=name
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The attachment is a mod of onager_hit_stone_01.wav
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@stanislas69 said there may be some usable sounds here:
http://trac.wildfiregames.com/browser/audio/trunk
I'll take a look, Stan.
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I encountered 2 users who reported this problem in #0ad, one (several weeks ago) was running Windows. the other was today, and I don't know which OS he had.
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is a ticket @elexis created.
QuoteWhen siege (especially a catapult) damages a building, there should be a noticable sound presenting the damage to stone walls.
The current sound for rams fits to hitting wooden doors, but not buildings made out of stone. It should sound like the building crumbles into rubble and debris.
Today on IRC, he said this is mostly a matter of missing sounds.
I have no experience making sound effects such as those mentioned.
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@feneur after I attached it to the post, I copied the link and pasted into a PM to @niektb. Then I tried it and saw it didn't work, unless I clicked the link from the forum thread itself.
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On 7/18/2016 at 10:27 PM, aquashift said:
I downloaded the uncompiled files for linux, downloaded all the dependencies listed : HERE,
and managed to get it to work. If anyone else is using the Kali 2.0 distribution and wants to run 0ad, as of July 18th, 2016, the package that comes with the standard repos will not work. Instead download the game from Debian Jesse distribution site HERE,
then follow the instructions on the first link I gave in this post.
Thanks.
@aquashift, sounds like you did a good bit of troubleshooting. Did you find 0 A.D. pretty easy to build?
I have Debian Jessie 8 and use the backports repo for the latest pre-packaged version (I also have an svn version installed). At the time of writing this, 0.0.20 is available. To use backports, the simple instructions are at https://play0ad.com/download/linux/
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Thanks for the feedback @sphyrth. And I can't take credit for that sound, it's one that was already in the svn repo (gratefully I won't have to try making another sound).
The warship sound is just being used for a placeholder, though I think it makes a great join 0 A.D. sound.
The final sound will be decided later in this thread, I'd expect.
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@feneur, it may be a bug. Sounds like one anyway. If some users can download but others can not. If that were true, one thing that could have thrown it off was when I edited the post, deleting the original ogg files that were attached, and attaching the .wavs.
I noticed 2 other odd behaviors too. last night when replying to this post, I couldn't insert a link where I wanted it. It kept appearing in the upper left corner of my reply. When I tried cutting and pasting, I couldn't paste. Eventually I gave up. I'll see if it works now.
and now it works. The difference? This post doesn't have quoted text, which was included in the post I had problems with last night. But I know people have added links to post with quoted text and that it *should* work. ??? (indicates confusion) Maybe next I'll try restarting my browser. Though... I still haven't restarted it since typing that post.
The 2nd potential issue is documented on ticket #4090.
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19 hours ago, feneur said:
I assume that's the one that was previously known as chat_alert_04? I haven't been able to download that, not sure why, did you first attach it to a PM or something and then post the link here? If it's attached to the post in this topic I'm confused Can everyone else download it?
_04 used a vibraphone, and the pattern was different.
I'm sorry there was trouble downloading it. I don't know why. @feneur, no, I didn't attach it to a PM, I attached it directly to the post. Hopefully it's a fluke.
Some may have heard this, the nick notification patch was approved and committed to svn earlier today. (See #2898)
Thanks for all the help and feedback, guys.
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I started working on this patch.
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Elexis said he likes chat_alert_04, and needs one other staff member to agree before he commits the sound and the patch to svn.
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Ah, thank you fabio.
I can still make copies from the original sources (MuseScore files); I'll re-upload them tomorrow.
I've also been wondering about the format. Stereo or mono for a sound like this? Should I be thinking about audio specs Hz, bps, vbr, etc. at this point?
And how does the review process work? How does the final decision get made?
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[Feature Request] send signal a point on the map to teammates
in General Discussion
Posted
I suggest something like MegaGlest has: press 'x' and click on the map (or mini-map). A sound alert is issued to your teammates, and the area that was clicked pulses/flashes briefly on the mini-map.