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Everything posted by feneur
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It worked for me I'll upload the files to the server instead... I'll update this post/comment with the links... EDIT: So, these links should work better: http://wildfiregames.com/users/art/amish/Lioness.zip http://wildfiregames.com/users/art/amish/Lionlow.zip
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Ah, the trouble of using the forum software for the website (We're in the process of changing that, so things like this shouldn't happen in the future) This link should work better: http://www.wildfiregames.com/forum/index.p...pe=post&id=2626 EDIT: And this of course: http://www.wildfiregames.com/forum/index.p...pe=post&id=2627
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To make things more organized around here, and to make both general developer discussions and bugs easier to find I've created a Bug reports forum, please post any future bug reports there.
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If you get an angle you don't want, just press the H key on your keyboard and the view is reset. Planned, or not necessarily to raise the terrain, but to make it even automatically
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For now we don't have a version for Ubuntu 10.10. And since we'll have a new Alpha out at about the same time as the new Ubuntu version I'd say it's more important to get that working than having this version work on a not-yet-release version of an OS. That said, if you're really interested in having the present version of 0 A.D. running on on 10.10 you can always compile yourself: http://trac.wildfiregames.com/wiki/LatestR...ompilingonLinux
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Yep, if you look closely in the lower + top left areas of the first screenshot, and middle bottom on the second, you can get an idea of what it looks like. I guess it's a bit clearer in-game though
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Broken columns (Doric I think, but I'll leave it to Michael to know the difference between the different columns )
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Ok, it isn't specifically mentioned in the Fauna section as far as I can tell from a quick look, so perhaps that's the reason
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Hmm, where do you see any information contradicting this in the DD? Would be nice to know so we can update it in that case, the only thing I can find in a quick look is this bit in the Maps section: "The different types of Random Map Scripts each define a filtered packet of elevation meshes for land Lowlands, Midlands and Highlands and Ocean Floor, terrain textures, and geology, fauna and flora objects that portray certain geographical regions, called a biome." Since that does mention that animals will be specific to biomes, though I can admit it can be missed among all the other info in that sentence
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It certainly can In the end it would probably be nicer if we could have at least some partially destroyed version of each model, but some debris/broken parts can definitely be added via the propping system. That's definitely going to be possible later, but it's not something we prioritize at the moment. I'm not sure about all the technical details, but I'm pretty sure that with all the things that are changing it would be pretty useless by the next version. Not necessarily useless, but save files would probably not work between versions. There will be the possibility to save games in the end though, and hopefully sooner rather than later. Just not now
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You can also use the arrow keys, alone to move the camera as with the WASD keys, and with Ctrl to rotate. (Now that I try it I realize that you can rotate using Ctrl+WASD as well Probably easier to do Right<>Left rotation with the Q and R keys, but WS/Up arrow Down arrow gives you the added benefit of being able to rotate the view in the Up/Down direction )
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There are more to come And I can tell you there are some nice improvements already in the SVN version over the alpha version, so the second alpha will be really nice
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Just to clarify so no one is terrified, that's not how we plan, but we are aware that things might take longer than expected, so it's better to use some extra caution when mentioning a release date publicly than to have everyone be disappointed.
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Both No, hopefully not, but some time in October is the plan, it depends on when some certain features are done But to avoid being disappointed, expect it to come in November-December and be delighted to see it in October
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In general heroes will be powerful units with different hero effects/auras (i.e. the effect affects units in a certain distance from the hero). To get more info feel free to read the civilization descriptions in the Design Document: http://trac.wildfiregames.com/wiki/Design_Document
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The Viking era typically is said to have started with the attack on Lindisfarne in 793 AD, so it's well out of the timeframe for either of the parts of the game
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Ah, thanks. Didn't remember exactly when it was added
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1 and 4 are already done (at least to some extent, there may still be some cases where it doesn't work 100%) and will be included in the next alpha (probably due in October if things work out as planned). 3. To get the exact numbers you just have to hover the mouse over the health bar and you'll get the info in a tooltip, for a quick glance the rough percentage should be enough in my humble opinion. In any case the GUI will be redesigned, much information will probably be given in a tooltip in any case though to save place in the GUI for actions etc without the need for tabs.
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Done (at least I think so, please tell me if you aren't able to delete spam, I think I may have given you Admin CP permissions as well if you want to ban/delete the user), have you seen my question to you in the Roll call thread btw speaking of similar issues... I'll take a look at what options exist to further complicate the signing-up process using the current version of the forum software. However, currently I don't think there's enough spam to spend too much time on it/for it to be worth making things much more complicated for regular users. We do want people to be able to register and participate in the forums as easily as possible
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True, and I guess I wasn't clear enough I just meant we shouldn't overdo these kind of things, not that we should disregard them completely. Having a mode like this would definitely be nice, who doesn't dream about conquering the world every now and then
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If it only occurs for a moment it is (see: http://www.wildfiregames.com/forum/index.php?showtopic=13326 ), but if it stays that way something is wrong. It might just be that there are some small fixes needed to get the texture conversion code working on Macs. There doesn't seem to be all that many Mac-savvy OS programmers, at least not of those who've heard about 0 A.D. , so the Mac version is less tested/more buggy than the Windows/Linux versions. Hopefully Philip, who's been working on that code, will be able to troubleshoot your problem fairly easily.
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If that's what one wants one can always play Age of Empires Online I don't think we should stray too far towards that kind of game, especially since there will already be a prominent game like that. Better to focus more on history (both literally as in trying to have more realistic units/graphic style, and more figuratively as in "a more traditional RTS" ). That way there's place for both games, trying to do the same thing will only result in people choosing one or the other and I don't think we could (or should for that matter) try to compete with Microsoft
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In one way or another we do intend to visually show how the buildings deteriorate, but depending on what's easiest we might do anything from a few particle fires to edited models/textures (the former seems more likely though as it shouldn't take as much work).
