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Everything posted by feneur
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The game is not yet in what we'd call a playable state. It is possible to download and check it out, but for now it's really just intended for developers, not for players. There are a lot of things that still needs to be done before it's going to be fun to play.
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Rather, sense non-existing balancing so far Things will get balanced when we get to the playtesting phase.
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Are you sure the SVN checkout were ok? I mean there seems to be a lot of "No such file or directory" and similar. I'm no programmer though so perhaps there might be other reasons, but have you double-checked that the files are there and that you're in the right folder when trying to execute update-workspace.sh?
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Unfortunately we've had cases of PM spam, after which Erik/feneur set a minimum number of 10 posts before people can send PMs. I see you will have those soon, and if Erik sees this earlier, maybe he can give you that permission immediately Indeed I can (and I have )
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IA32? I thought I was x86_64?
feneur replied to eyecreate's topic in Game Development & Technical Discussion
We're wary of allowing uploading of files for natural reasons, but I've set the permissions for this forum to allow it so now you should be able to attach the files. -
What Americans can believe...
feneur replied to ZeZar's topic in Introductions & Off-Topic Discussion
Well, as far as I understand some Republicans in America are calling the public health system Obama is trying to make happen as a huge step towards communism, and that's not even close to what we have in Norway and Sweden, so I guess we're communists by that standard. -
Have you rebuilt the code since your last update?
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Some of these things it'll have yes, but not all
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Since Jan has mentioned it several times but you haven't said anything about it I'll explain a bit more in case you don't know where to find the crashlog.dmp. It depends on where you checked out (downloaded) 0 A.D., but it could be something like this: C:\0ad\binaries\logs
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It can get a bit funny at the moment yeah, but both limits when it comes to terrain and a max slope is planned. So yeah, what you are thinking about will be possible. If nothing else one can always use impassible/nondestructable objects (like the rocks in AoK). I'm not 100% sure if we've got any at the moment though, indestructible I think we have with the grass and stuff, but impassible I'm not as sure about.
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Ok, I guess I was a bit harsh now that I read it again, sorry for that. I'm sure we could get some new house models (I even think Michael has got that planned, it's just that the modelers are busy with other things at the moment). As for the weapons, I guess I'm not interested enough to tell different swords etc from each other, so I'll let the team members who are more interested in that kind of details reply in more detail about it. In general I guess that the small models in our game aren't detailed enough to show too small differences, but if you find any major things (like a certain unit type not being used in the time period etc) please tell us. As for which period, I don't know exactly, but in general we try and depict the civilizations at their top. I hope someone with more knowledge on the Celts can tell you more exactly what time period we mean, but it's somewhere between 500 BC and 0 A.D. I assume you know that already however, but thought I should mention it in case you weren't aware. (Another thing that I'm sure you know is that as this is a game we sometimes have to simplify things, but don't let that stop you from suggesting improvements. We might not be able to implement it the exact way you want us to, but it may still improve the game in another way. If nothing else we're educated and know more )
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http://www.wildfiregames.com/0ad/page.php?p=10066
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We do intend to create campaigns, and no we're not intending to do something strange like in in AoE3, but rather something historically based.
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That totally depends on time/interest available. It's not part of the design right now, but we've been talking loosely about doing something along these lines if there is time. It's nowhere near prioritized though, so don't count on seeing it. It's something that would be nice to have in a mod though I guess, so feel free to start preparing it if you're really interested
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Well, for most of what you post I fail to see the relevance to 0 A.D. I mean it's a game not a simulation so the images of the tools or how they extract salt isn't relevant. When it comes to the things that might be more relevant I will have to let the history guys take a closer look as I don't know enough to be able to see what could use being changed. From a quick look, and my extremely limited knowledge of the Celts, it seems like a lot of your images confirm that what we're doing is correct (the wall they're building in one of the images [the one with the caption "Construction d'un mur gaulois"] looks very much like the one in 0 A.D. for example). There could be things that are easier to spot in the linked documents, but I don't speak French so that doesn't help me Nor do most of the team, we do have a programmer from France but I don't think he's got time to go through those documents, so if you'd state what you think is wrong/could be improved that would be appreciated.
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Ah, then I understand. We're very happy to receive all the help we can get, and I think I remember seeing some edits to the BuildInstructions document made by you already, thanks for that (I'm still a bit confused as to what you mean by "profile" in this case though )
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From the OS page, explains why there are a bunch of units you don't have access to at the moment.I think it was you I wrote to a couple of days back saying that selecting a map and checking the Screenshot mode checkbox are the only options which are implemented yet, but that's the case in any case. The reason you can only select those two maps are since those are the only ones we've deemed stable/relevant enough to include in the public repository. You can however create your own maps in Atlas if you want to be able to play as the Celts. The AI is very rudimentary so far and unless we get some new team member who's very skilled with AI programming we're going to prioritize getting multiplayer finished first. (You can play a multiplayer game already, though it might crash and since there isn't any win conditions implemented yet you can't win in the sense of getting a "You have won!" screen even if the game doesn't crash.) What do you mean by "non-developper profiles"? We do accept patches from people not on the team if that's what you mean, see http://trac.wildfiregames.com/wiki/SubmittingPatches for more info.
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It depends on what kind of questions you have Jan who posted above is the one to ask questions when it comes to the programming side of things, feel free to post in this thread if you've got general questions about the project as that way the entire team can answer. For Art related questions you can ask Michael (aka Mythos_Ruler).
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That sounds good And yeah, RaW is released, The Last Alliance is not however. It will be totally moddable (if you include programming in modding at least, I mean you can't change the most complex things by just changing an XML file or pushing some sliders in Atlas (the scenario editor)).
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Hello Stilgar, Welcome to the Wildfire Games forums, and thanks for the nice words Feel free to link to WFG, just be aware that 0 A.D. is not yet a finished game so I'm not sure how interesting it is to ordinary gamers yet. But it's up to you to decide whether or not you still want to mention it
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Where do you see something about us not making a releasable game? The only thing close to that as far as I know is the line "We are not releasing a playable game, but we want to show what we have achieved and make it easier for more people to get involved in bringing it closer to completion." While the "we are not releasing" part might sound like we're not going to release the game at all I'd think that the "bringing it closer to completion" part would make sure that's not what we mean. I'm sorry if our choice of words have confused you, but we were trying to make sure that people wouldn't get the impression that the code at the current state isn't what we call "ready for release". I cannot see the future so I cannot say whether the game will be released, but I know that we will do all we can to make it happen.
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It wasn't that quick actually, Ari had to nag a bit before I got around to it But yeah, now it's done in any case
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We've listened to you and here it is: http://www.wildfiregames.com/forum/index.php?showforum=351
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Please feel free to translate the various documents and pages (and finally the game) we provide, but be aware that things might change and thus your translation might be out-dated. And that's of course a good warning for everyone who's just reading these resources: While we try to keep the English texts up-to-date we cannot guarantee that the translated texts are. It's up to the community to make sure that any non-English texts stay updated. (Though that doesn't mean that team members who know a certain language won't update things if they are aware of it and want to, just that for us English is the main language of communication and that we'll prioritize it.) With that said: Feel free to use this forum for different kinds of localization/translation topics! (We thank the author of this post: http://www.wildfiregames.com/forum/index.php?showtopic=12510 for the idea of having a sub-forum for translations )