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feneur

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Everything posted by feneur

  1. Cool, always interesting to see what 0 A.D. inspires
  2. The FAQ links to tools you can use, but don't worry, the server won't go down for one download more or less And no, single-player isn't affected in any way (nor is multiplayer, but that's another matter Or well, the lobby is also on that server, but we had that on our own server before we started to host the download there so nothing has changed in that regard.).
  3. The main reason why capture was made the default is to make sure people are aware of it. Which will be the default in the end remains to be decided.
  4. Please give us more details. Otherwise we can not help you or fix the issue. What is it that you have been able to do, but can not do any longer?
  5. Split this discussion out into its own thread as it wasn't related to the other topic.
  6. "Are there ways to delete decals? There seems to be no way to select them." To select decals, and other actors (I.e. objects which only are visual and don't affect the game play. ), you need to use the Alt key and press or drag to select as usual.
  7. Have you checked the list in-game? I think the names of translators is automatically generated from Transfer, so as long as things are working you should be included with the name you use there.
  8. Well, my main point was mostly that it might be common around here to say things more directly than it seems like you are used to. I.e. instead of trying to be nice and polite and sugar coat everything someone might just say directly that "this could be improved" or "that is not as good as it could be, do that instead". (And yes, you did not ask for the comments to be deleted, but I didn't feel like keeping them would improve anything, but rather be at risk of causing more unnecessary drama.)
  9. Yes, you said it is not easy, I mentioned one way to improve it for the future. (Though considering that you have been able to create a fair amount of new maps in short time, it either can't be that difficult or you are skilled. If it's not that difficult then anyone can create documentation for Atlas, if you are skilled then you hopefully would have a lot of useful tips and tricks to share.). @Lion.Kanzen's comments were rude, but he was immediately told off by another forum member, so why take one comment as representative for the entire community? I'll go ahead and delete all the irrelevant comments from that thread, but I generally don't want to censor things which is why I was a bit reluctant to do it in the first place. My priority is not to defend, but at the moment rather to try and figure out what it was they did that caused this reaction from you. Especially since no one has said anywhere (if I'm wrong please point me directly to what was said and where) that your contributions would not be appreciated, just that we naturally listen to those with previous experience when making decisions. We are not all expert map makers, or map makers at all, so we need to get the help we can in figuring out how to make sure that what gets put into the game is as good as possible. If anything we might be a bit too relaxed for you it seems, you might have preferred if we were more formal. I mean, people are offering suggestions by mentioning them without any surrounding "if you would allow me to point out a way in which you could improve" or similar.
  10. As for what niektb might have said in PMs I can't have any comment as I don't have access to them. As for IRC, I did see what you wrote and got in reply in http://irclogs.wildfiregames.com/2016-03-27-QuakeNet-%230ad-dev.log. The only thing that looks a bit rude is leper's comment about committees, but that is only because we have had bad experiences with committees not working in the past. I don't expect you to know that, but it's an example of how things can easily be interpreted as worse than they actually are. The "meh" that follows your question isn't polite I give you that, but it's followed by helpful advice, so it doesn't dismiss you as a map maker. Apart from that all I see are comments for how to improve your maps and similar. If you are not prepared for criticism then I don't see why you are interested in having them in the game. And all they said was that since niektb has got experience with making maps his opinion is valued, not that no one else can create maps. About reporting bugs on the forums or Trac: Trac is certainly the best way, but we want to keep the possibility to report things on the forums as well as Trac might be a bit intimidating for new people. I understand that this can make things a bit confusing, but hope that the benefits outweigh the downsides. I don't see what the problem is with not seeing the difference in this case, a suggestion is a suggestion regardless. It's not as if an official team member automatically knows the answer to all issues, so sometimes looking at an issue from different directions is needed. "The game lags" is an issue, but it's not a specific bug that can be fixed in one specific way. To be able to fix the issue you need to find the exact cause to determine what you can do about it. Once the exact cause has been defined it can be tracked and hopefully fixed, but until that it can't really be taken into account. We don't have access to your computer, so we can't know if it's an issue with the game, the settings, the operating system, the hardware, or something else. We need all the help we can get in figuring it out, even if that help sometimes comes via people who are just repeating something they've seen in another thread or something from their own experience. There certainly can (and should) be more documentation, so as you learn you are definitely welcome to help out in that regard. We do have the wiki editable by anyone who has registered, and if one doesn't want to post things there one can post a tutorial or something in the forums. If it's useful and well-written enough it can be given more attention by being pinned at the top of the appropriate forum etc.
  11. There is fog on most/all maps, how heavy it is differs from map to map though. Some maps are more foggy, some are less.
  12. Please see http://trac.wildfiregames.com/wiki/GameDataPaths for where you can find the logs. If you have to kill the exe you might not get a crashlog, but you should at the very least have a system_info.txt file.
  13. It at least looks like the normal fog, especially since it only appears to that extent when you zoom out.
  14. Just because suggestions are offered doesn't mean that people think that there can't be another issue, just that there can be more than one thing to think about. Also, I don't think anyone of the people who have replied in this thread have English as their first language, so things are most likely not expressed as well as they should and it can be easy to misunderstand. You might think of something else, but in this thread there isn't anything that's clearly mocking, so please give others the benefit of the doubt and assume it's with good intent they've posted their suggestions
  15. Which PPA are you using? And in either case it might take a little while before it's available.
  16. Omri is busy with his own album and preparing to move to the US, so he hasn't had time to make any new music.
  17. Could you please give more details on what you are talking about? If it is the text on the video, we are aware of it but didn't want to delay the release just because of it.
  18. Formations don't work properly for now, and need a lot of work if we are ever to be able to include them. So using formations are a bit "use it on your own risk" at the moment.
  19. Looking forward to seeing what people will do with it once it's easy to use It's already really nice to see what can be done with it (as everyone can see in the release announcement video just posted ).
  20. Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 20 Timosthenes”, the twentieth Alpha version of 0 A.D., a free, open-source game of ancient warfare. This Alpha features 10 new maps, core functionality for a cinematic in-game camera, the ability to share dropsites with your allies, and more! The skirmish map “Golden Island”, new in Alpha 20 Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch. New Gameplay Features in This Release New Random Maps: “Ambush”, “Empire“, “Flood”, “Frontier“, “Hell’s Pass“, “Island Stronghold“, “Lions Den” and “Stronghold“. New Skirmish maps: A 4-player skirmish map named “Forest Battle” and a 2-player skirmish map named “Golden Island“. Use allied drop sites: After researching a technology you can use your ally’s storehouses, farmsteads, docks, CCs, but not Mauryan elephants, to drop off resources your units have gathered. The ally needs to allow it for each drop site, so it can’t be used to “steal” all the resources in the area. Murder Holes: Research a technology to let towers attack units standing underneath the tower. New technologies for fishing: Research technologies to improve the gathering efficiency of your ships. Loot resources that killed enemies carried: Now you will automatically get the resources that were carried by units killed by your armies, in other words: kill wood workers to get wood, farmers to get food, etc. This is in addition to the normal loot you get when killing units. The “Ambush” random map added in Alpha 20 Graphics and User Interface Improvements to game options menu: New graphics quality setting, which allows you to easily change the quality of graphics from within the game (previously you had to use config files), as well as some cleanups and bug fixes. Higher quality graphical effects enabled by default on higher-end computers. If your computer should be able to handle higher quality graphical effects they are now enabled by default. You can of course change to a lower setting manually if you want to improve performance or prefer not to use them for some other reason. Idle worker button is now disabled when there are no idle workers, so you don’t have to press it just to check whether or not you have any idle workers. Credits screen: Check out who contributed to the game, everyone from managers to programmers, from artists to donators, from translators to composers. We have tried to include everyone, but many have contributed over the years, so if you have contributed but don’t see your name in the list please let us know. New trees and variations: There has been new models and textures for the acacia tree, Aleppo pine, oaks, dead oaks, generic dead trees. Plenty of improvements for observer mode and replays: Among other things you can now watch the match from the perspective of a player, see the Summary screen during the match, and now the fog of war is shown in observer mode. Matches also support up to 16 observers now. More information about players in a multiplayer match: Show who lags or has a network timeout. New Seleucid barracks: Under the Hood Cinematic camera for rendering cut scenes: The ground-work has been done to make it possible to control the camera for cut scenes. There is still some work needed to make it easy to use (for now camera paths has to be set by entering coordinates), but it’s a solid foundation to build on for the future. Plus many smaller changes, for a list of all the interesting ones, please read through the changelog. Getting Support Please see the “Get Support” page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute! We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why “Timosthenes”? We name our releases according to development status (“Alpha” or “Beta”), successive release number (1, 2, 3, …) and a word relating to the ancient world, in alphabetical order (“Argonaut” for A, “Bellerophon” for B, …). “Timosthenes” relates to 0 A.D. as it is the name of an Ancient Greek cartographer, and this release adds a lot of new maps. For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter U. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!
  21. What kind of topics do you suggest would go in such a forum?
  22. Indeed For this version it is not easy to use, but hopefully it will be a lot easier in the future
  23. For this release we've actually not prepared a release video There haven't been many changes that felt necessary to use a video to highlight. The release announcement will be full of images though (+ there might be a video highlighting the work done to make it possible to program the camera to move in a specific way (for cutscenes and the like), but since it's mostly ground work thus far it's still a bit difficult to do so might not make it) Usually it's @BrynnOfCastlegate who does most if not all the work on the videos (in some cases there has been some specific footage recorded by someone else, and then combined and edited by Brynn). We'll talk about getting a more general promo video or something similar done between now and the next release, so the Youtube channel isn't empty. And hopefully we will begin preparations for the video for Alpha 21 in good time (we have been a bit late in asking for it to be made, so it's really remarkable how well Brynn has managed to get them in the short time she's had for it).
  24. Posts can be joined with an existing topic as well, so that is not an issue. You can resize the map with a tool in Atlas, if I remember correctly it only works from one of the corners though. So if you try it's probably best to make a backup copy of your map first.
  25. Just let us know which posts you want to have separated and we will take care of it.
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