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feneur

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Everything posted by feneur

  1. Could you please provide some more information? At least which version of the game you're using. And if you're using SVN, which SVN revision you're using.
  2. We will most likely include a technology tree in one way or another, if people don't want to use it -- then they don't have to
  3. Apparently the Blender version that Ubuntu provides doesn't include Collada import/export due to a missing package, you should be able to install it directly from Blender.org though ( http://www.blender.org/download/ ). The .dae files can be found in data\mods\public\public.zip\art\meshes (which should be in ~/.local/share/0ad/ on Ubuntu), or rather in the sub-folders found in there.
  4. There is a Git branch for the new pathfinding. And the old ones were removed because they had issues, not because they were in the way of new ones. You could still revert to an old revision/use an old Alpha if you want to play with them though.
  5. Stan, please be a little bit more careful about what you say if you don't know for sure. It's very nice of you to want to help and all, but sometimes (as in this case) it means that you end up posting false/potentially misleading information. One or more Germanic groups is very likely to be included in 0 A.D. Empires Besieged, the second part of the game that we want to work on once 0 A.D. Empires Ascendant is finished. The first part covers 500 B.C. - 1 B.C. and the second one 1 A.D. - 500 A.D. As the Germanic peoples had a greater impact on history during the later period that's when we want to add them. Now, we are not finished with the first part yet, so no hard, definitive plans have been made yet (nor will be for quite a while), but I would be very surprised if no Germanic groups are included in Empires Besieged.
  6. Well, seeing as you're on Windows you don't really have to understand it. Just go to the "0 A.D. Alpha" entry in your Start menu, click on "Open logs folder", and put everything you find in that folder in a zip file. Then attach that zip file to a reply here (click the "More Reply Options" button to be able to attach files). Please note that if you have played a match after you saw this error some of these files might have been overwritten, so in that case it might be better if you try and play the game a bit more. Then when/if you see the error again, immediately zip up these files and attach them here. That way you can be sure that the information is relevant to the error you saw.
  7. Please take a look at http://trac.wildfiregames.com/wiki/ReportingErrors and follow the instructions on that page (and on linked pages) for how to find the log files, and put them in a zip file, then attach those to a post in this topic.
  8. Have changed your account so you can use the private messaging system as well now Veronica if you want to do that. Yeah, we've disabled it for new users as we had problems with spam sent via PMs. Now you either need to have 5 posts (usually we'll find a spammer account before they've made five posts), or we can change it manually, before you can use it.
  9. I went and split this from the known bugs topic as it deserves its own Hopefully the programmers will see this soon and be able to direct you to areas where your help would be most useful. To make the most of the time while you're waiting for that reply, please take a look at http://trac.wildfiregames.com/ and more specifically GettingStartedProgrammers and the linked resources on that page.
  10. You can do it on a per-map basis, but there's currently no existing controls to disable them completely (unless you want to disable advanced graphics altogether).
  11. http://trac.wildfiregames.com/wiki/GameDataPaths gives you the info for how to find them on all platforms.
  12. It's actually a pretty low priority. Some things we can't do at all at this point in development as work on the engine was begun before multi-threaded CPUs became common and it's too late to rewrite the entire engine, but in many cases it's because some things are harder to do multithreaded while in development as it's harder to find bugs etc. And some things are really hard to do well as multithreaded as they might need to access the same information at the same time.
  13. To find out how to take screenshots in 0 A.D. (and more ) please take a look at: http://trac.wildfiregames.com/wiki/HotKeys
  14. Almost all of that are things that you can do already, albeit not in exactly the way you describe/not as easily or fully-featured. While there is no god-mode you can launch a match within Atlas (the Scenario/Map Editor) directly, and there you can place resources/units/buildings/etc and even change the terrain as the game is running. Only some of the changes remain when you reset the simulation (i.e. stop running the match) though, so it's of course not as easy to use and continue using as a proper god-mode. I would say that it's beyond the scope of the game to implement a god-mode though. Not because I think it would be too difficult to do, but rather because it would add too much to the game that most people wouldn't use. Better to make a mod or spinoff game that focuses on a god-mode gameplay. To be able to control the different civilizations first enable the Developer overlay (by selecting the menu option or pressing Alt+D), and then select "Change perspective". This option allows you to switch between the different players and control it, then select another and control that, etc.
  15. From the title I get the impression that you are both on the same local network, is that the case? If so you need to connect via IP to the local IP address rather than the external IP address. Because if you're both behind the same router you both appear to have the same IP address from the outside, and so you can't use the external one, nor the lobby. ( http://lifehacker.com/5833108/how-to-find-your-local-and-external-ip-address seems to be an accurate description for how to find your local IP address.)
  16. We might still be in the Alpha stage, but a lot of things in the main game are at the stage where we really shouldn't add too many things to them at this point, so there's less room for completely new and game-changing things (re-adding paired techs with more relevant pairs is not what I'm talking about, rather the kind of completely game-changing new features some people have suggested). It's perfectly fine for people to implement them in mods though so they can be tried and tested, and if people like them included in part 2. When they can be a part of the game design from the start. As for things which actually can go in the game, I think the route of modding might be good here too. Because if something is implemented in a mod and works well -- then it's proven that it works well and can be added to the game. That's far better than arguing and not getting anywhere -- a mod to show how things work in practice is a lot more compelling than arguments alone
  17. We certainly need to get a better grip on the design of the game, but overall we don't need more features for the game, but to decide exactly which ones of the ones we already have decided we should have that we should actually include and then implement those. Otherwise we'll keep adding to the game indefinitely and 0 A.D: will never be done. Features for the game engine in general/Atlas specifically is a bit of a different issue though as that's something that should be useful to more than the base 0 A.D. game. In 0 A.D. you can trade with both your own markets/docks and your ally's. To make it easier to set which goods to trade, just click the "coins" symbol in the top bar (next to the "Menu" button), and set what percentage of each type of goods you want to trade.
  18. I don't see how anyone would mind Micket, you're a master at these animal models.
  19. Judging by the .0.0.17 in the file name I would assume it is
  20. We may implement a way to automatically download mods from within the game in the future, but for now you have to download them yourself and put them in the mods folder. Please see http://trac.wildfiregames.com/wiki/GameDataPaths for where to find the mods folder on your operating system.
  21. Then let's hope someone either corrects you and this works already or someone implements it (Or perhaps rather implement JavaScript being able to create GUI elements as that's probably more useful )
  22. Hmm, is there a way to define it, but only display it when the Javascript code calls for it to be displayed? (With the text/graphics replaced via Javascript which you say is certainly possible.) I believe that is basically what trigger scripts do to display custom dialogs (a generic dialog with placeholder text is created in XML, and then the trigger script replaces that information with new text). I would assume that it could work for other GUI elements as well. At least as long as one "source" element can be used several times on the screen at the same time, otherwise it might be a bit too cumbersome if all possible elements have to be hardcoded (i.e. the max number that could possibly appear). If that is the case then I certainly understand if the engine might need to be changed
  23. Now I'm not a programmer, but I would think that it already can do that? Javascript is used in plenty of places in the GUI, so I would certainly think it can do that. Or are you saying that UI elements can't be created on the fly with Javascript?
  24. Thanks for the work on this A very promising start! Am i correct in assuming that this could at one point be added to the game directly? Actually the lowest tooltips get cropped on larger screens as well, possibly the size of the area is hardcoded? I definitely agree with adding what the technologies do on the tooltips, that would make this a lot more useful
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