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feneur

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Everything posted by feneur

  1. 1. So that potential developers can see what the game is like and find out if it's something they'd like to contribute to. And actually, as long as one don't break any laws or violate the GPL we don't really care who downloads it or what they do. However don't recommend non-programmers to download it yet as it's not too much fun if you're not both ready to do some (relatively) complicated things to get it working and be prepared that a lot of things aren't yet working. 2. By posting in the forums (so we know that there are people out there who want to play the game, it's a good help to motivate us and you might have some good insight or be fun to talk to in general which is also a good thing, so it doesn't get too lonely in the forums), talking about 0 A.D. to people you think might have the necessary skills to help develop the game, and also spreading the word about the game in general. 3. 4. It's very much ok, as long as you have something relevant to say it's great. 5. You can't, just post a message to say you want it deleted and a moderator will delete it. The main reason we haven't updated the FAQ now (it really should have been updated much earlier so it's not an excuse, just an explanation) is that we're redesigning the website. The new website will probably not be out for some months yet, but it's still soon enough for us not to want to spend too much time on the old site. A lot of questions/answers in the present FAQ are still valid, and a lot of questions aren't easier to answer now than then. Questions about dates/system specs will not be possible to answer until very soon before they're due. Posting a link to the FAQ in the forums might be a good idea, thanks But I'd say the FAQ is reasonably easy to find on the website, perhaps we could post a direct link to it in the menu as well, but since some parts are not up-to-date I'm not sure how useful that would be.
  2. Am not sure what's going on. Checked out SVN trunk again to be sure I started from the beginning. Am not getting any crashes or errors when running the precompiled pyrogenesis.exe. Atlas crashes, but doesn't display any errors. Am currently building to see if running in VC++ will show any error messages. In any case, it doesn't seem to be exactly the same thing as Dino reports, but as strange as it seems it could just as well be the same
  3. Dino, I'm about to start a bug report (will probably have it posted before you are online again, but wanted to make it known what I'm up to... ) on Trac where you can post your details as well. I'll post the link here when it's up. I'm just doing a new checkout to be sure I don't have any leftover problems from an earlier checkout/something gone wrong in an update/when building/etc.
  4. The simulation system is already in SVN, and it's possible to use the new system rather than the old by using a command line switch. -sim2 Please be aware that it's not as developed as the old one yet, so only basic things work at the moment. Philip is constantly improving it though and is happy for others to help, so it should only be temporary.
  5. I'm not sure how high priority it is to fix this though, since it's likely to either not continue be an issue with the new simulation system or even be due to some change which has occurred in the rewriting process. I doubt it's the latter though as Philip has been keeping the new system separate so we don't loose any functionality in the mean time
  6. Have tried and can duplicate the problem. Turns out I haven't tested to actually kill enemy units in a while, only the economical part of the game, that's why I hadn't noticed it before so I don't know for how long it's been an issue.
  7. Would you please make a new post about this error in the development discussion forum ( http://www.wildfiregames.com/forum/index.php?showforum=312 )? And include more info if you can. Does it happen on all maps? I have not seen this problem, but perhaps others have Either way, it would be easier to be sure people sees your issue if you post about it in the development + technical forum (and also easier for others who might have the same issue).
  8. Looks good to me And it's still long enough for most people who aren't really interested to give up reading halfway through, but now short enough for the interested people to actually read it all Nice improvement.
  9. Ah, New Zealand as well, and Iceland, and Egypt with all the historical monuments, and probably every other place in the world as well There's a lot to see in this world. Would take several lifetimes to see it all, and then there'd probably be a lot of new stuff
  10. Sweden in the winter is nice too At least when we get a real winter like this year, depends on whether you like snow or not though I guess (On the other hand I assume you see enough snow in Canada) I saw some wonderful pictures of nice rolling hills in California on one of the former WFG members facebook page, seems really beautiful. The highlands in Scotland seems really nice as well, and it would be nice to see the Andes. Hmm, most places with nice mountains/hills would be nice actually. Plus many other places, but in general I'd say I'm more interested in going places because of the nature than because of interesting cities or so. Haven't really been to many big cities so perhaps I just have to get used to them to like them
  11. Sounds useful indeed. (And btw, that the terrain painting works this way is documented: http://trac.wildfiregames.com/wiki/Atlas_U...Texturepriority It would probably be nice to have at least a few things easily found directly in Atlas though. Perhaps using tooltips with this kind of info? )
  12. Hmm, I might be completely wrong and you ought to know what you're talking about, so don't take this as anything else than a question: Are you sure that's from AoM? Because it looks like it could just as likely be from Atlas I'm mostly curious though, especially since your comment is still valid I can confirm that Atlas does treat a one tile brush the way you describe.
  13. feneur

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    The easiest way to get news about the game is to subscribe to the RSS feed: http://www.wildfiregames.com/forum/index.php?act=rssout&id=1 That way you get notified in your RSS feed reader every time we post a news post.
  14. It's hard to tell exactly what's wrong unless you tell us a bit more about your computer, more specifically your video card and if you have the latest drivers for it.
  15. Thanks for all the nice words If you want to know more about what type of help we need at the moment, please check: http://www.wildfiregames.com/forum/index.php?showtopic=11297
  16. When you download it again, and if you then get any errors, would you please post about them in the below forum? http://www.wildfiregames.com/forum/index.php?showforum=312 That way we can try and help you to get things working.
  17. For info on the current plan for 0 A.D.s units/buildings etc you can take a look at the Design Document which is posted in the Trac wiki.
  18. First welcome to the forums. Second, since you talk about game modification among other things I'd say this place is as good as the other places. To answer your questions: 1. No. 2. Yes and no in a way. Yes that the modders have the source code (as well as everyone else since 0 A.D. is open source), but no since the main reason is that people have been spending some time on the planning/designing phase of the mods. (See http://os.wildfiregames.com/ for more info on this.) 3. You click on the button that looks like a pen in the lower right of your post. 4. No, we're developing our own 3D engine for the game. It did however start out as a mod for AoE2, see http://www.wildfiregames.com/0ad/page.php?p=6911 for more info. 5. No. (And as you might have noticed I've deleted your other post.)
  19. Yes, and yes. Depending on what you mean by scripting we might actually need some help sooner rather than later. It will be quite some time until the editor itself is finished, but someone with good scenario/trigger scripting knowledge and also good planning skills could definitely be useful quite soon to help set up the base system.
  20. I recently found an interesting game called AI War: Fleet Command, and what's even more interesting are the articles about game development which are written in the developers blog. The one I've linked below is the first one about a different approach to developing game AI, but there are a lot more you can check out on a lot of different topics. http://christophermpark.blogspot.com/2009/...-ai-part-1.html Feel free to add your own favorite articles/authors below so we all can benefit from expanded knowledge
  21. If you can't get the files then I doubt that the game in its current state will be of much enjoyment to you, but perhaps I'm wrong. Could you please explain a bit more what your problem is? It's hard to help you if all you tell us is that you've got difficulties
  22. Agreed. I blame my limited knowledge on translation tools
  23. Well, due to the fact that we haven't written all texts in English yet we don't think that getting anything translated at this point is a good idea. We'll make it clear when the English texts are finished enough though (probably not until the game is more or less ready to be released as there might be changes to the very end, at least during the earliest phases of gameplay testing when we see what/if any major things will need to be changed).
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