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feneur

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Everything posted by feneur

  1. The forum software autosaves at certain intervals (every two mins unless I'm mistaken). There should be a text at the bottom left which says Last auto saved: and the time when it was saved. If you leave the page for any reason and then return it should say "View Auto Saved Content" + the date and time. Click that and you get a dialog with the saved text + a button that says "Restore content". Click that button to get what you have written back
  2. Just make sure to make it obvious that it's a fan page (I.e. include "fan page" in the title etc ) And be sure to let us know when it goes live
  3. Actually you can import heightmaps, just save them out as an image file and import it using the Import Heightmap... option in the File menu in Atlas
  4. http://play0ad.com/0ad-0.0.17-alpha-win32.exe.torrent
  5. Which version do you want? I.e. for which OS?
  6. Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 17 Quercus”, the seventeenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features a major gameplay rebalance, units on walls, trigger support, improved mod support and more! 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. Top New Gameplay Features in This Release Major Core Combat Rebalance: Now, if you send only one unit type to battle, it fares poorly against regiments of the same size that mix more than one type, e.g. melee and ranged units. Technologies as a whole have been made more expensive and unrelated technologies have been “unpaired”. Some stats have been adjusted to make training some units viable. Buildings are now a bit easier to destroy. Temporarily, we have removed formations, and we plan to re-implement them again in a more balanced way.Naval Map Support: The computer opponent now uses transport ships to colonize other islands and attack enemy bases, but naval combat (i.e. ships against ships) is not yet implemented.Improved Fog of War: The Fog of War is the part of the terrain that has been scouted already but is not in vision range of your units or allied units. Buildings and changes to resources such as trees or metal mines are now also hidden in the Fog of War, and not just units. Hence, players now need to scout more often to find unclaimed resources on the map, hidden enemy outposts and more.Units On Walls: Units can be garrisoned in wall segments, and appear on the walls at predefined prop points. (Importantly, while the units can attack and be attacked individually, they cannot walk around on the wall.)Multiplayer Lobby Profiles: Users can now view profiles of other players from within the lobby. Profiles contain user statistics such as rating, games won and lost, highest rating, and ranking that can be accessed on-demand.New Maps: Siwa Oasis (skirmish map) and Schwarzwald (random map). Scenario and Mod Design Triggers: A “trigger” makes an action occur in the game if a specified event takes place. For example: If you build an outpost within a certain area (event), your enemy’s walls are destroyed (action); Alternatively, if a timer runs out (event), an army spawns on the border of the map and marches towards your city (action); Or, if a certain building is destroyed (event), the player who owns it loses the game (action). The new trigger system is perhaps the most important feature that was missing to make narrative campaigns and scenarios possible. Triggers also make it easier to design custom victory conditions, or even multiplayer maps with unique gameplay aspects. Events and actions are easily extensible with some Javascript knowledge and offer a huge set of new possibilities for creative map designers.Two new maps make use of the trigger system in Alpha 17: Survival of the Fittest: Each player has one female citizen in the middle of the map where treasures spawn from time to time. The main bases are on isolated spots with no resources and some buildings are restricted. Enemy attack forces spawn regularly and attack your main base. The goal is to survive as long as possible by collecting treasures, recruiting troops and defending your base. (Map type: Random; Map Filter: Standard) Treasure Islands: Search treasures on small islands and on the water. Collect more treasures than your opponent to win. You can use fishing boats to garrison infantry and send them to other islands. Trade ships can be used to collect floating treasures, but you need to advance to Town Phase before they can be built. (Map type: Scenario; Map Filter: Naval Maps) Mod Selector and Improved Mod Support: The new Mod Selector allows users to enable or disable mods, save them or just restart into them to test them out. This way, it is a lot easier to test and play mods. This can be reached at: Main Menu -> Tools & Options -> Mod Selection. Also, modders can now easily make small changes to the game without having to copy and modify many files.Performance Improvements Several parts of the game and the engine have been improved for better performance. Comparing with Alpha 16, you’ll notice significantly higher framerates at the beginning of the game. There are also some improvements observable later in the game, but also additional overhead from new features. Improvements have been made in these areas: Simulation: Dynamic message subscriptions;Rendering: Optimise silhouette rendering, new unit renderer, optimisation for non-animated units;AI: Building placement code, handling of unreachable targets (i.e. for builder or gatherers), Defense — finding defending units;Scripting: Using new Javascript Map objects at some places.Graphics and User Interface Improved Culling for Shadows and Reflections: This fixes ugly pop-in effects for shadows and reflections while scrolling.Improved Water Rendering.Improved CJK text input using the Windows IME.Music: Omri has created a new and improved version of Honour Bound — the 0 A.D. main theme.Miscellaneous: Hellenistic ranged siege animations added; Carthaginian ballista added; Iberian barracks replaced; Rotary mill added; Ptolemaic blacksmith modified; Gaul farmstead modified; Ptolemy I hero for the Ptolemies; Snow wolf modified; Iberian wonder added; New Iberian tower models added (see screenshots above).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 toregister on our forums and start participating! Map Design Contest Do you want to try your hand at creating new maps? Especially now that triggers have been added? Then you get some extra motivation from the Council of Modders who are now hosting a map making contest. They do encourage you to make use of triggers and graphical mods as triggers and better mod support are important features in this release. The deadline is 30th November. Why "Quercus"? 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, …). “Quercus” is Latin for “oak tree”. The name relates to 0 A.D. as it could refer to the oak leaves used in the corona civica, a military honor given to a citizen who saved the life of other citizens or soldiers whilst in battle. Recipients were allowed to enter the Roman Senate, and were required to wear them at public gatherings. (Thanks, Jonathan L.!) This name suits this version well because of the many bugfixes and optimizations in Alpha 17 that make the game stabler and more mature, like an old oak tree. Also, the increased support for mods allows the game to easily diverge into more varieties of gameplay, like branches growing from a tree trunk. (Thanks, ltms!). For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter R. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)! Subscribe to 0 A.D. Development News Contact info for press, bloggers, etc.: aviv@wildfireLATINgames.com without the capitalized name of a language spoken in ancient Rome.
  7. The PPA is not yet updated, try again in 24 hours or so.
  8. I see some weird lines in the background if that's what you mean. I would suggest that you try deleting the cache to see if that fixes those though, or rather iirc that kind of thing (or at least what it looks like, it's not much one can see far in the distance there) usually is a sign that something is wrong with the cache. I have 512MB VRAM (and 8GB RAM).
  9. Hmm, it's not 100% clear from your post whether or not you get the errors with just SVN as you first say with the vanilla game, and then at the screenshot mentions additional units from mods. I certainly don't get any such errors in the SVN version. (On Windows 7.) Also, it would really be helpful if you would be more specific than "get some glitches". If it's difficult to describe in words, please take a screenshot of it, or possibly record a video if it's hard to tell in a screenshot.
  10. Please create your new AI in a mod of your own rather than in the public mod, that way it's a lot easier to avoid issues when the main game is updated. And perhaps most importantly: when you want to give it to someone else to try it out Then it's a lot easier to have it as a mod that one can install and activate/deactivate at will
  11. The AI isn't working as well as it should yet, but we're working on it. It works a lot better in Alpha 17
  12. No, they will not. We're just trying to fix one last bug and then we'll release Alpha 17. We'll be very grateful for any improvements to the translations in future releases though
  13. As the team don't have knowledge of all language we rely on the language teams to do the quality checking. If you think you have the skills necessary, but don't have the required permissions, contact the language team coordinator or one of the project maintainers listed here: https://www.transifex.com/projects/p/0ad/ The review feature basically works like this: if you see a translation that you think is accurate, and which isn't marked as reviewed: then you mark it as reviewed. If you see a translation that is marked as reviewed, but you think it isn't the best possible translation, then you click on "Unreview", and enter a new translation and save that. You can then review the new translation, but it's probably best not to review your own translations and instead let someone else review those.
  14. When you garrison them "in" the wall they will appear ontop of it, and can fire down on the enemy. They do however not move around on the walls, that would be a lot more difficult to implement, so it's not very likely that we will see that in 0 A.D.
  15. There are essentially two tiers of permissions (well there are some more, but they are more of a management nature) at Transifex: Translators and Reviewers Took a look and it seems you're now a reviewer, so I assume you've been given more permissions since you posted the above
  16. Hello and welcome Shane I wouldn't say you rambled, it was interesting to read and get an idea of who you are. As for your questions: 1. Yes, it's our intention to move from SVN to GIT. There are some issues which needs to be overcome before we can do that though, but I'll leave it to the programmers to do that. 2. Basically most advanced knowledge, most of the easier/smaller tasks have already been completed, which means that it can be a bit hard to get into development at this point. 3. I'll again leave it to the programmers to answer in more detail, but I can answer in general. We try to keep things reasonably up-to-date, but I'm sure there are things we might have missed. I know some libraries/technologies we can't upgrade yet because we still want to support reasonably old compilers (or more generally operating systems).
  17. Well, technically speaking that is part of the how-to If you're not going to participate it's pretty irrelevant exactly when something takes place. However, if/when we do something like this in the future we'll try and advertise it more in advance which should avoid any today or tomorrow or yesterday issues.
  18. It's generally really hard to cooperate with EB2 and similar projects as they work with an engine/existing game content that has got licenses which are incompatible with our licenses.
  19. Wasn't warfare more siege than battles in history though? It's just that waiting for weeks/months/years doesn't exactly make for as interesting stories On a more gameplay related note though: I haven't played the game as much as I should, but in my experience I've more often felt disappointed at how easily walls/fortresses can be torn down than the opposite. I'll leave it to the more experienced players to have more definitive opinions though
  20. It's not even been 24 hours and you've already run out of patience? To me that says enough about whether or not someone should get commit access. You're welcome to participate in the development of 0 A.D. on the same grounds as everyone else: if you're not part of the team you can still be a part of discussions and submit changes as patches, but don't have commit access to SVN.
  21. Yeah, I assumed that was the case But as I said, it's not a big deal, the game can't really handle that many players well yet anyway
  22. Yeah, the text included "Go to this page to know which hour it will be in your local timezone." and that page automatically tells you what the time is in your local timezone.
  23. Sure, you're definitely welcome to use our screenshots and mention the game in the leaflet. Let us know what people think about the game. (Technically 0 A.D. supports up to 8 players, but at this point it's not optimized for that many players anyway, so that the leaflet says 1-6 players is no big deal ) Cool to hear that our participation in Linuxwochen has brought the game to your attention
  24. The template files are based on one another, and only include the data that changes. Check the <Entity parent=""> to see what (if any) templates any given entity is based on.
  25. Ok, it's up to you how you do things.
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