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feneur

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Everything posted by feneur

  1. I haven't watched it all, but I did see you copy pixels from an image for the eyebrows. I don't really see why though since you blurred it so much in the end. In practice I guess going so far away from the original means that there would be no consequences, but in theory you really shouldn't do that either. Especially when there really isn't anything gained from it. I do hope things like the original statue image and the SPQR symbol image are either public domain or compatible with the 0 A.D. license. As for the image itself, I would suggest that you use a lot less opacity in your brushes, 20% maximum. Your images have always seemed a bit extreme in colors/differences in sharpness etc, and now that I've seen your process I think that's probably one way to get around it. For laying down initial colors I guess a higher percentage can work as well, but in general I'd say it's better to be more subtle.
  2. Are the photos you are using of those actors available using a license that is compatible with 0 A.D.'s?
  3. I'm pretty sure he just wants to be able to test sounds in 0 A.D. as easily as possible, and thus asked if there was a way to use an existing engine that he is already familiar with
  4. 0 A.D. is using its own engine (called Pyrogenesis), so I doubt you could do anything relevant with any other engine. You shouldn't have to though, just download the release version and use that. I don't think there has been any sound-related changes for a while, so it doesn't affect things in that way. It can be a tiny bit harder (or at least take one more step) to get the release version useful for adding new things, but that's not something which will have any effect long-term. For the release version files are stored in a zip file, and while you could add sounds to it I think it's a lot easier if you extract that first. I don't know exactly where the installation is to be found on a Mac, but http://trac.wildfiregames.com/wiki/GameDataPaths should help you if you don't either. The zip file is in binaries\data\mods\public (though paths use forward slashes on a Mac I think?), just extract it in the same place. Sound files are then found in the audio folder, an .ogg file for the sound itself, and an XML file which tells the game where to find it and some parameters related to it. (In the release version there are also .xmb files, but they are just cached versions that the game creates automatically, so you can ignore those.) To add a new sound it's probably easiest to take a look at one of the existing files and base it on that. Depending on what kind of sound it is other files might have to be created/edited as well, but that's beyond the scope of my knowledge. For just simply testing them in the engine, or replacing an existing sound you're fine just editing an existing file though, so that should be a start. Someone else should hopefully be able to help you more.
  5. We actually have a double set of hotkeys for camera movement since one can use the arrow keys as well (and with Ctrl to rotate), so the QWEASD keys could be used for other things without losing the ability to do things.
  6. Copyright and licensing should practically be the same between art and sound, the usage of the game art is subject to a license as well. And as part of that license it's stated that people can re-use the data for the game (whether art or sound or text, etc) for other projects, provided that they too follow the license which among other things says that things created with the 0 A.D. data must be released under the same license, and that credit must be given. People are however allowed to use it in other projects, whether they are commercial or free. Please see https://creativecommons.org/licenses/by-sa/3.0/ for more detailed information, as well as links to the more carefully worded actual license. If you are not prepared to create sounds and release them under this license, then your sounds are of no use to the project. Your advice/opinion can however still be useful, so don't see this as discouragement of your involvement even if you don't want to release sounds under this license All help is useful
  7. I actually think that the biggest issue in this case is that there is a need to come up with good hotkeys, and that probably requires re-thinking some existing hotkeys etc, so it's not just implementing the actual hotkeys doing the action which is probably not very difficult.
  8. Not sure this is worth having in the FAQ as well as it is included both in the in-game manual and the manual in the wiki which is linked from the in-game manual. If someone doesn't find the information in those places I'm not sure they would find it in an FAQ either
  9. I willsay as I usually do that if there is a need for and benefit from adding a new forum I will gladly do it. But at the moment I don't think there is a need for one. Soon maybe, depending on how much progress is made, but not yet.
  10. @niektb I think is the one who takes care of that.
  11. That was just an old 3ds Max file with some objects already in it, so I don't really think it's useful any more. Maybe someone can create a new one, but otherwise just import some existing models to compare with. I would think that one of the new unit model source files would be a good one, and perhaps include an existing building to get an idea of what kind of dimensions it should have etc.
  12. And more specifically, do you have enough free space on the C drive? Even if you install the game on another drive the installation process requires that there is enough free space on the C drive. I don't know exactly how much, but if you don't have at least a GB or two of free space I think that might be the issue.
  13. I would think that the garrison system would be a good start for an inventory system, depending on what one intends to do it might not be too difficult to use it as a base, but at the very least I'm sure inspiration can be taken from it
  14. As long as you don't publicly distribute a modified version of 0 A.D. without making the source available, or something like that that goes against the license, you are free to use 0 A.D. for whatever you want So I don't think there's much reason to worry. The thing to be careful with is if you combine 0 A.D./0 A.D. content with other content (whether already existing or newly created) that it should be abiding by the same license. If you are not going to make the result publicly available you wouldn't even have to worry about that though, but I guess at least the thesis will have to be made public? And perhaps the material used as well? Again, it isn't an issue with 0 A.D. it just depends on what you might end up combining it with Generally speaking you should be more than fine to use it in your thesis though
  15. (I moved the topic... It's more of a general topic than something just related to Council of Modders )
  16. There is yes, please see http://trac.wildfiregames.com/wiki/ReportingErrors for where to find the log files on your system. If it's just an error interestinglog.html is usually enough, and if it's a crash the crashlog files are useful. If you have run the game again the files will be rewritten though, so it's best to get the information from the files right when it happens
  17. German is included with the game, just go to Tools & Options, then Language, and finally select German from the drop-down If I remember correctly there is an issue (fixed in the development version) with the game that if you haven't already changed and saved a setting the choice to change language will not take effect, so if you haven't changed another setting already just go to Options and change something beforehand to be on the safe side
  18. I don't need to contact him, I could change it myself. I don't really see the need to though. Most people won't post here unless they have a reason to, and if they do it's easy to move/delete it. If this actually would have added something new and not just another way to do the same thing that can already be done I think it could have been relevant to have in that forum, but I guess that can be discussed. I think it's better to have the possibility in case there is a situation where there is a point to it, even if we might have trouble thinking of relevant topics at the moment, than not to have it.
  19. That would require changing the settings for this forum, and I generally don't think it's going to be a matter of questions and answers very often here. Feel free to convince me otherwise though
  20. I pinned this topic as it's one that comes up often and Georg's reply explains things nicely.
  21. For the main game we don't want to add any additional factions as there are many already and we want to make sure that the factions we include in the game are as good as possible. Thus we have to draw the line somewhere so we can focus on the ones we have. There are however several semi-official mods which aim to add factions for both the same era and other, so feel free to suggest it and maybe others are interested as well.
  22. Yuan Dynasty is Chinese On a more general note I would suggest having a smaller number of factions as an initial goal. Not because there is some engine limitation, but because creating a lot of factions is a lot of work, so it's better to have a smaller number of factions to begin with and finish them, and then add new ones later.
  23. I would say Discovery can be a bit of a problematic term, especially if you want to show these civilizations in a good way and not from a Mediterranean/European perspective. I would suggest something that plays on the concept of "Around the World"/Global/that there is a lot more to the world. Maybe something like "Terra Magna" (though that specifically is probably too common to be a good name).
  24. Wow Even though I don't think we should go with that high resolution in general it would be nice to have the opportunity to use high-resolution for e.g. heroes in cut-scenes.
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