-
Posts
9.591 -
Joined
-
Last visited
-
Days Won
102
Everything posted by feneur
-
What dvangennip said + we'll have to look into whether or not it's at all possible to have an open source game on Steam. If nothing else I think Steam might force games on there to use their DRM, but I could be wrong. When it comes to what the actual title says though: the 0 A.D. community is already on Steam:http://steamcommunity.com/groups/0AD It's not yet very active, but it does exist =) If you have any ideas for that group, feel free to add them And you're definitely encouraged to join the group (if you add 0 A.D. to your list of games on Steam as a non-Stream game it will show up when you're logged in and others should be able to see that you are online and could join you for a multiplayer match).
-
Bad water effect when changing 'wind angle' in map maker
feneur replied to wowgetoffyourcellphone's topic in Bug reports
Can confirm this bug, system_info.txt attached. SVN rev16246, autobuilt exe. Above and below a certain area on the slider these black "pixelly" areas appear. -
Tech/Structure Tree Visualisation
feneur replied to s0600204's topic in Game Development & Technical Discussion
He is busy with non-0 A D. stuff for about a week longer, but after that he plans to get the tech tree visualization in-game so it can be included in Alpha 18. -
The images at the bottom of the page on the web site aren't working, e.g. http://wildfiregames.com/0ad/images/new_icons/twitter.png etc, perhaps just a permissions issue or something?
-
The play0ad.com web site still has got some issues, we will look into them tomorrow, but for now you can download the game for most platforms via: http://sourceforge.net/projects/zero-ad/files/releases/ (if you need instructions for other OSs/ways to install the game, please post here in the forums until we have had time to fix the web site).
-
As you may have noticed the last couple of days there have been issues with both the forums and the web sites. This started with a hard drive failure on the hard drive where they were hosted, and it seems that has then caused issues during these last days as well. The issues were beyond our control, but might have been possible to resolve over time with the help of the hosting company. Since we had already started to move things over to a new server with another host, we decided to instead start using the new server instead of trying to get things working on the old server first. If you are reading this, then you are viewing the forums on the new server! Which in general is a good thing as the new server is a lot better (to start with it's just used for Wildfire Games stuff, the old one we shared with other web sites), and we do have more control over it, which should mean that we can do more/and sooner to fix any new errors that might appear. There is one bad thing though, some very recent forum posts may have vanished. There was no backup more recent than the 23rd of January. So anything between that date and now is unfortunately lost (the silver lining is that since the forums were down for most of this time not many posts were made), but as far as we can tell there is unfortunately nothing we can do about that. Things should work as usual, but please be aware that there could still be things which needs to be fixed, so have patience with us. Please take a look around the forums and test that everything works (and let us know if it doesn't). Also, our emails are not yet moved over to the new server, and they are also affected by these issues. This means that we are not likely to receive any emails sent after the 23rd, and it will most likely take a little while yet before we can be safely reached at our Wildfire Games email addresses. For now please use other means to contact us and we will let you know when they are back and running.
-
===[COMMITTED]=== New Animation (Work in progress)
feneur replied to Jos3BV's topic in Completed Art Tasks
I think the issue is that it has to work for all animals. Otherwise there would have to be different animations for each and every animal that can be slaughtered. -
Please don't use more than one exclamation mark in the title, we see it just as easily with one -- but with more than one you seem as if you are screaming. Also, please don't make the text large like that, it doesn't make it any easier for us to see/read it, but there is a risk that it annoys us, and that will not make it more likely that we will help you. In most cases it will not make it less likely either, but my point is that it can only be a bad thing, and never a good thing.
-
Hello Ryan! And welcome to the forums! Nice to hear that you like the game
-
Not sure I would call it WYSIWYG, but yes it does still work. Not sure it supports 100% of all the things you can do with an actor, but I don't know actors well enough to be sure I'm also uncertain about whether or not it works on Linux/Mac or just Windows, if the latter that might explain at least part of it + I guess not everyone is aware of it The Actor Viewer is integrated into Atlas, don't remember if the Actor Editor ever was , but in either case it isn't now.
-
Depends on what you mean by stable? It is not 100% stable in the sense of "never changing" as it is still being developed, but it is fairly stable in the "does not crash" sense.
-
Then you don't have it, and then you will get those errors, as niektb said in the post above. You can however get it, and since you are on Windows it's really not that much more difficult than installing a normal version of the game. Please see: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide for how to get it, but in short, download the TortoiseSVN application, "checkout" the 0 A.D. SVN (that is basically downloading the development version). I'm not 100% sure, but I think the game should look for mods in e.g. C:\Users\JohnDoe\Documents\My Games\0ad\mods otherwise just put it in the mods folder inside the 0 A.D. SVN folder. To run this copy of 0 A.D. just double click the pyrogenesis.exe inside the binaries/system folder in your SVN folder (or you can create a shortcut and put on e.g. the desktop or taskbar or start menu).
-
Are you using the SVN version?
-
Several questions about map making
feneur replied to Lion.Kanzen's topic in Scenario Design/Map making
To play with others you need to somehow make sure that they have the map as well. Either by you uploading the files somewhere and giving them the link or by sending it to them via email or something. In the end we hope to have some kind of automatic map transfer system, but since people could hypothetically use it to send other things we have to be extremely sure how to do it in a safe way, or not do it at all. To add maps via the Mod Manager you have to create a mod for them first, but that should be described well enough in the wiki. At least take a look at that first, if nothing else that will help us find things which need to be improved in the wiki text. The Mod Manager doesn't in itself help you play on the same maps as your friends (you still need to send them the map/mod in one way or another), but it can make it easier. For just one map it's not as certain as that's just two files, but if you want to send more than one map to others it's probably a good idea. In one way it might be good even for just one map: the map needs to be placed in the correct folder, and for someone who isn't good with computers it might be hard to find the correct place. It might be easier to find the right place for mods and put the mod there and enable it in the Mod Manager. Later we might create a way for the Mod Manager to download mods directly. -
If someone can change what? Please be a bit more specific/clear, otherwise it's hard for anyone to know what you mean.
-
Seeing as the question asked in this topic has been answered, and because this topic has brought a lot of unnecessary stuff I'm closing it. Please try and use a nicer tone in the future, and that goes for everyone.
-
They are likely to be included in part 2 yeah, but nothing about part 2 is planned for certain yet. And probably won't be for quite some time. We want to finish part 1 first
-
Actually there should be no need to. As long as you have the file (in its correct place/file structure) outside the zip that should be all that's needed. As far as I remember loose files override those in the zip (and mods override loose files in the public mod).
-
It's certainly not something we can recommend as it's most likely in a legal greyzone, at best, and illegal at worst. As long as it's only linked to, and not something we can be directly tied to I would say it's ok. The big issue is probably that it might be possible for someone to be able to get the AoE content, without having purchased AoE, if so that's certainly illegal. If they however are recreating things from scratch then it's much more likely to be ok. Them using the name Age of Empires for it is another thing that might be trouble (it isn't legal strictly speaking, so I guess it's more a matter of whether or not Microsoft etc knows about it/decides to pursue legal action against them. If it's purely a mod that tries to provide the same gameplay/civilizations, then there shouldn't be a problem. I would assume that it's ok if it's described along the lines of "like Age of Empires"/"similar to Age of Empires" as well. If it uses any content from (i.e. actual content as in graphics/sounds/text, not by e.g. having the same names for units etc as they are using non-AoE specific names) or the name Age of Empires (or any of the names associated with it such as Rise of Rome) it's not something we can get behind in any kind of way. If someone creates something like that anyway we will remove any mention of it from our forums/FB/G+/etc as well as any files from any possible mod download site we could hypothetically host at a later date. We certainly don't want to be associated with illegal activities. And there shouldn't really be any reason to either, if someone wants to create something similar to Age of Empires they are much better off creating new content and just be "inspired by Age of Empires".
-
First you say that you think the current rules are ok, and then you introduce rules which are not mentioned in the current rules. It's ok if you don't agree with the rules, but it's hard to achieve mutual understanding if we don't "speak the same language". As the rules stand now I don't see us having anything like partial bans/different levels of bans etc, which may or may not be a good thing, but would be a new rule. The only arbitrariness is in that different moderators might not implement the rules as strictly as they are written here, but rather might be more lenient. This might be covered by e.g. having temporary bans etc and having clear rules for them. But again, that's changing the rules/introducing new rules. Which is fine to suggest if that is what you are suggesting. I guess what might be an issue is someone e.g. posting some angry comments (which might not directly violate the user agreement) that would be annoying to the point of requiring action by moderators, then it might be useful to have a less severe punishment than a complete and full and permanent ban. I'm not 100% convinced that it's a good route to go though as that's more likely to introduce ambiguousness. On the other hand there will always be some kind of ambiguousness as it's impossible to completely cover everything in perfect detail, so perhaps having rules that include other options than a permaban might reduce a bit of it (since moderators have more options for how to deal with things that aren't as bad). The rules possibly being ambiguous in some more specific cases might be an issue though, that's true. The issue with becoming too specific though is that then someone will say "but word x is not mentioned in the rules, now you can't ban me". If you have any direct suggestions for how to improve the text, feel free to mention them. About redress: that's certainly a genuine concern and something that should be added to the rules. Imo directing people to the forums is probably the best idea, but I'm not sure how to best phrase that. There's also the matter of privacy/integrity, but as it's really up to the user in question to reveal as much or as little about themselves (and we can remove any unnecessary mentions of other players), that should hopefully not be an issue. It should probably be described along the lines of: "Please include information that explains why you think that your actions aren't enough to make you deserve a ban. To make it easier for us you can mention at what time it happened, but there is no need to mention exactly what was said as we have logs and there is no need to bring the conflict to the forums."
-
I would guess that the people who would be mostly interested in this are not even aware of the possibility for them to code AIs for the game. The more skilled programmers can probably find things out on their own, but the others might not even know about the game at the moment. More documentation is usually better (as long as it's not giving the end result of more outdated documentation of course), so I think it might be a good thing in the long run. It's not something that's very likely to get a lot of people enthusiastic in the short run though. So I encourage you to not give up just yet
-
The rule is clear enough (break the rules = you're not allowed in the lobby any more), but perhaps we should add some explanations to some of the text as it's intended towards being clear in a legal sense rather than in a way that is easy for everyone to understand. It's not like any of it isn't things people should understand and follow without reading a single word of user agreements etc, if people behave they are following the rules. You may of course disagree with the rules and think that there should be different rules, but that's another thing than saying that the current rules aren't clear enough.
-
Please put all the log files (just click the "Open logs folder" link in the 0 A.D. Alpha start menu folder to find them) in a zip file and attach that to a reply to this topic (click More Reply Options to find the option to attach files).
-
It has been out at least since Alpha 17. I think it was with that release it was introduced, or possibly 16, but I just checked 17 so I'm 100% certain it's in that one at the very least
-
You need to read through and agree to the rules when you register for the lobby, and unlike EULAs etc it's just a couple of paragraphs, so there's no reason why people shouldn't be able to read them and understand them. It's probably a good idea to make them accessible at a later date as well though, to make it easier to refer to them in case people are uncertain about them. The existing Terms of Use/Terms of Service are as follows: It's definitely possible that it might be improved for all I know, but it's certainly clear enough in the above case.