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feneur

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Everything posted by feneur

  1. Tested and it looks like it works fine. How are you trying to include it? The code they provide should work fine, at least it did when I tested. Could be some settings I can't find that allows me to post but not you, but I doubt that since the only difference in the settings that I can find is that I'm allowed to upload files, and that should not affect images at all as long as you're not trying to upload one, not sure why you'd use Tinypic in that case though
  2. All source files should be in public SVN. Otherwise they're completely missing so they wouldn't be somewhere else either. There might have been an error when you updated/checked out though, try to update to get all the files.

  3. Yeah, there's a limit for when realistic gets boring
  4. The easiest way to copy the errors is in the log file, where to find the log file depends on what OS you're on, on Windows just double-click on the OpenLogsFolder.bat in the top 0 A.D. folder, on Linux I think it's in ~.0ad/logs or something, but hopefully you'll be able to find it
  5. Yeah, much better to fix bugs now than in release That said I haven't been able to reproduce the bug, didn't test too long though so perhaps it's just under certain circumstances. Could you please post the log? Also, does it occur in the latest SVN version? (I.e. 9659 as of me writing this, not that UnitAI was updated in that specific version, but it was updated not too long ago, so just want to be sure we're not debugging an issue that's already been fixed. )
  6. Just to clear out the obvious: Did you get a message from SVN telling you that you've gotten everything? I don't know exactly how things work using the command line (nor Linux, as I'm using TortoiseSVN on Windows =) ) but the thing is that even after you update you might not get all the files. Perhaps you should run svn up a couple of times to be sure (Though if you get a message saying something like "Completed at revision 9657" it really should have downloaded everything, so then I hope someone else is able to help you )
  7. Hmm, I'd say you need to build more often than change stances. However, you may have a point that you might want/need to change stances quickly, while if it takes slightly longer to build a building it might not be a big deal. I'd say you'd be most likely want to use hotkeys if you are keen on speed, in which case which action is most easily accessible via GUI might not make much difference.
  8. That's the old GUI. Current position is not final As with the idle worker button it needs to be integrated in the GUI, but currently it's mostly put in so it can be tested (also the person developing the feature/s is not necessarily the person with knowledge of the GUI, so sometimes that explains things as well ).
  9. Not sure how relevant Poser is for the low-poly units in 0 A.D. but I could be wrong Was ages since I last checked it out, does it do animation or is it just for static files/images? I can remember
  10. Sounds like a good first step And if it still doesn't work, make sure you installed the -dev versions of the dependencies, I'm not sure if that's necessary in all cases, but I think it is at least in some cases.
  11. I'm not a programmer either so I might be missing something, but to get the easy things out of the way first, have you installed all the things listed here: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux ? More specifically Boost.
  12. I hope it's not the raster effect you're after Just kidding. It would be nice to have softer shadows eventually, it's probably better to wait with implementing something like that until the gameplay code is done though, the shadows are nice enough as it is. (That doesn't mean that I'm saying that someone who'd like to implement soft shadows shouldn't bother unless everything else is done, just that if the person in question chooses between doing some gameplay related code and doing soft shadows the former should win )
  13. http://trac.wildfiregames.com/wiki/HotKeys contains a list of all the hotkeys (at least it does now that I added the control group keys ).
  14. feneur

    New Bugs

    Does sound like a bug, though it sounds like a bug in the graphics driver to me. I think someone else reported something similar earlier.
  15. Random maps are implemented (and all those things are possible) There are only a few random map scripts yet though, but that should hopefully change in the future
  16. The location depends on where the map file is saved, and that in turn depends on what operating system you're using, on Windows it's %appdata%\0ad\cache\mods\public\maps\scenarios (just copy-and-paste that into the address bar) on Linux I'm not sure exactly where it is, though I assume it's something like ~.0ad/data/public/maps/scenarios Someone please correct me if I'm wrong). Either way, when you've found the map file open the [map_name].xml file and find the lines which are surrounded by the <scriptSettings> tag. Below is that part from the Acropolis map: <scriptSettings><![CDATA[ { "Name": "Acropolis", "Description": "Four Greek cities duke it out on a gigantic round map. Each city starts on a large flat plateau, or 'Acropolis' and comes with a group of important civic buildings and a battalion of soldiers. The map represents central Greece around the area of Boeotia and Attica.", "PlayerData": [ { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 0 }, { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 0 }, { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 1 }, { "Civ": "hele", "Resources": { "food": 250, "wood": 250, "metal": 250, "stone": 250 }, "Team": 1 } ], "CircularMap": true, "Keywords": [] } ]]></ScriptSettings> Then to each player add the "Team": 0 (or 1, 2, 3 for up to four different teams). It should go right before the closing curly bracket for each civ.
  17. Agreed After all it can be added to the game at any time if it's good code, but if it's just something rushed together to be on time for a release it's not necessarily something that's good enough to go into that release anyway (That said, an idea of the plan can be gotten here: http://trac.wildfiregames.com/roadmap , feature freeze for a release is one week before the release date. Please note that those dates are just planned dates, and may change if we see they need to be moved forward or so But to give you an idea.)
  18. Defined when we get there The aim is to release a new alpha every other month or so, but it depends on so many factors it's hard to say anything with any more certainty than that. Then, when all the gameplay features are implemented, continue with betas (focusing on balancing, bug fixing, and campaigns and so, perhaps some non-gameplay-related features could be added in beta stage as well, like on the graphics side) on a similar schedule until the game is finished
  19. Just tested today and it seems like the map files are actually saved in %appdata%\0ad\cache\mods\public\maps\scenarios We really need to get this sorted out, because that's for sure not where I'd look for them
  20. I don't know anything about how Mac does things, but perhaps it works like Windows (and afaik Linux as well for the most part) and installs the application data in another place than the applicatoin itself?
  21. F10 is used for the menu at the moment, whether or not that should change is another matter, but I think F1 should be saved for help. At least in my experience Esc would be more intuitive as it's used in many other games, though preferably keep Esc for closing dialogs as if I recall correctly it's harder to implement if the same button does different things. (Don't quote me on that though, I'll leave it to the programmers to know how hard it is to implement something )
  22. What formats can Bryce export to (if any, it almost sounds like you're saying it can hardly export files at all )?
  23. In Alpha 5 it's not possible to set that in Atlas, it is possible to set it in the XML file though. Probably easier to wait until Alpha 6 is released where more control over players is included in Atlas
  24. See the Maps section of the Design Document for a list of all planned biomes: http://trac.wildfiregames.com/wiki/Design_Document#Maps But the short answer is yes, there will be winter maps as well
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