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Everything posted by feneur
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It at least looks like the normal fog, especially since it only appears to that extent when you zoom out.
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Lag with AI players (split from "new scenario map - malta island")
feneur replied to AtlasMapper's topic in Bug reports
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 -
Which PPA are you using? And in either case it might take a little while before it's available.
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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.
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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.
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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.
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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 ).
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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)!
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First clan match ever in 0.a.d (to my knowledge)
feneur replied to Mr.Monkey's topic in General Discussion
What kind of topics do you suggest would go in such a forum? -
Indeed For this version it is not easy to use, but hopefully it will be a lot easier in the future
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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).
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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.
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Just let us know which posts you want to have separated and we will take care of it.
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Alpha 20 Gameplay Improvement?
feneur replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
If we just add everything that seems to work the game could very easily become unstable. Now these features could be easy for all I know, but that's the point, I don't. And I don't know if you know all the risks which might come with them, which is why I trust the programmers to make those judgments rather than you whom I know at least haven't had any programming knowledge. That might have changed, but I doubt you'd downplay your own expertise in that case. -
Alpha 20 Gameplay Improvement?
feneur replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
We are beyond feature freeze, so no new features will be added for Alpha 20. Also, unless you suddenly have learned programming, please don't say that something is easy or difficult to add. It might seem easy, but if you don't actually know all the implications you will not be able to give a realistic estimate. Saying "it's easy" anyway just adds unnecessary expectations from people who don't know which things actually are easy or difficult. -
I'm leaning towards Timosthenes, it's unique (without being too strange/difficult to spell), and is related to what's been added in Alpha 20 (plenty of new maps). We like when the name of a release gives us a chance to teach people about something they aren't likely to know already, and this is a good candidate for that reason as well. Tellus is really something everyone should know already, or at least common enough to be less appealing because of it. I personally find the connection between Tereza and this release a bit too vague. Also, it's "just" a name, there's not much we can say about it. Not that there absolutely has to be, but I think that's something that speaks in favor of other names. I don't think the biggest issue with Tersus is legal, but rather that it's better to find something unique. And also, while we certainly have had the ambition to clean things up for this release, I fear we shouldn't promise too much and risk disappointing people If we get to a Beta 20 though, then it might be worth taking into consideration again
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Proposal for attending LinuxWochen 2016 in Vienna
feneur replied to implodedok's topic in Treasury Committee
I agree to reimburse you and Georg as well. As long as we make sure to do what we can to make it easier for people to join the project/remember us when they get home so to speak I think it will be beneficial for the project. -
Might be worth mentioning that it's basically making sure the other player doesn't have any buildings for that mode, not just by destroying. I.e. mention something like "You have to destroy or capture all your opponents buildings." in the description of the victory condition.
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Are you sure you don't mean enable Javascript? ;-) Also, it is now possible to send PMs from the start. The number of PMs is limited in the beginning though to lower the risk of PM spam.
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The links should now display even on smaller screens. It's not a perfect solution (as it takes up a bit more screen space than necessary, the address bar does disappear when you scroll down anyway, so it's not as bad as it might seem from this screenshot), but it works, and we didn't feel like redesigning the web page at the moment. We will keep it in mind for the future though.
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New skirmish playable map - Cyprus
feneur replied to AtlasMapper's topic in Scenario Design/Map making
There should be a field where you can "add a reason for edit" if that's what you mean. Generally it's better to create a new post though, that way people who follow the topic, or are checking the "All Updates", will see that something new has happened -
Nah, I'd say it's central to the topic Donating money is not a decision one should take lightly, so shining light on the process is a good thing
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Lag with AI players (split from "new scenario map - malta island")
feneur replied to AtlasMapper's topic in Bug reports
You can report errors either here or on our bug tracker, for more information see: http://trac.wildfiregames.com/wiki/ReportingErrors -
That's weird, I really thought there was an email sent out to everyone who donated via SPI. We do get an email every time someone donates via them though, so if nothing else you can ask us whether or not it got through.
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Well, the most important thing is: can you or anyone else who would create a new page in the wiki keep ut updated? It's been difficult enough to keep the English version updated well enough, so adding another level of difficulty by having to translate information as it changes would not exactly make things easier. It's certainly nice to make it easier for people who aren't good at speaking English to follow the development, but at least for the more development related things it's probably better to keep them in English only - if you don't speak English well enough to understand the documentation it's at least a lot harder to create something that will be useful for the game. At least for programming related things, and Art is mostly using the forums anyway. If you want to translate things like the Vision document or the Design Document that are not changing as often that's probably more likely to be useful. And of course the pages for players like settings, manual and Atlas manual. I suggest you gather up a couple of other people who can help out if so though, more people are both more likely to catch mistakes and be able to quickly update when things change
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