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feneur

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Everything posted by feneur

  1. Are you now a part of the council again? (I.e. should I give you your forum privileges back?)
  2. Could you please create a screenshot where it's more uniformly lit? Those images are lit in a very cool way, but it's hard to see things when it's such an extreme angle of light/low overall lighting.
  3. Yeah, don't worry. I just meant it as in "don't take this post of mine as a guarantee of this script being safe to use on your computer or do what it says it does" =)
  4. No he can't You need to make 1,000 posts before you can change your title. And in either case the custom titles are just a small thing for fun, so it's perfectly fine if someone wants to ignore them. Please do note though that we can not endorse a custom script like that - if someone chooses to use it it's on their own risk.
  5. As far as I knew we wouldn't have triggers either, so it's hard to say for sure. If good campaigns are created we will certainly put them in the game, but as it looks currently we don't have people on the team who will be able to do it, so it's best not to promise anything and rather try and focus on getting the other parts of the game finished + create the framework if we see that there is work being done. If it's good enough we'll certainly include it in the main game.
  6. Turkish is currently at 94% translated (see https://www.transifex.com/projects/p/0ad/ ), so it's certainly possible that it will be included in Alpha 17.
  7. The default camera is adapted to playing the game rather than taking screenshots etc, and for that purpose I think it's good to have it roughly where it is now. The exact numbers perhaps could be adjusted, but overall I think it's a good balance. If anything I think the present settings might give you more than you need =) You can't really do anything worthwhile if you zoom out too much as you can't see what's what =) But to some extent it's personal preference of course
  8. Could you please take a screenshot of what you are seeing? It's hard to understand what you are expecting to see as 0 A.D. doesn't have any dialogue in the sense of characters who say something to you via text bubbles, so I guess you mean something else.
  9. Duplicate topic, so I'm closing it. See the other for more info.
  10. http://play0ad.com/download/linux/#a0A.D.providedpackages gives you the information for how to get the latest version (Alpha 16). Alpha 17 is just a couple of weeks away though, so it may or may not be worth installing Alpha 16. As long as you have an ok internet connection and isn't afraid of using the command line/terminal it should be fine though
  11. True (I still maintain that the developer overlay isn't primarily there to hide things which can be used to cheat though )
  12. I would also recommend flattening some areas as it's going to be really hard for units to get anywhere on this map. At least create a more shallow area for units to be able to cross the river.
  13. As far as I can see in Atlas (or in the XML file for that matter) nothing is belonging to one of the players, just to gaia. Just open the map in Atlas, go to the objects tab, select the units/buildings and press 1 for the ones you want to belong to player 1, and do the same for player 2 (though with 2 of course).
  14. It is generally recommended not to assign a specific AI (unless you have a specific AI created for a specific scenario) as it then becomes more work later if an AI is removed or has its name changed.
  15. Thank you for the report. I took the easy way out and just increased the size of the player on the page, will probably have to be adjusted again as new tracks are included, so hopefully this post (split it out as it this isn't a suggestion for the game but a bug report for the web site) should serve as a reminder.
  16. The developer overlay is for everything that might be useful for development, but isn't fitting in ordinary gameplay/the gameplay experience. So it definitely belongs there.
  17. There should be a .pmp file in the same location with the same name (i.e. sparta.pmp), that's needed as well
  18. In release versions custom maps are saved in according to the information here: http://trac.wildfiregames.com/wiki/GameDataPaths
  19. Short answer: no one knows/when it's done. Long answer: Since we do this in our free time (mostly) we can have no idea beforehand how much time we will have available for the game, which makes it really hard to do any estimates. It's also the first game we've made/are making, so we don't have any previous experiences to compare with when trying to estimate how long something will take to finish. It will definitely be several years more before the game is finished though.
  20. That just looks as if it hasn't finished generating the textures yet, should just be to wait a while for that to happen. (In an Alpha release the textures are already in a format that's fast, but in SVN the game has to generate that format on the fly the first time a texture is displayed.)
  21. Hmm, taking a closer look at that file it might not be actually used anywhere but just used as a template for the actual text that is then added via Javascript to create the final "yes or no" question. I'll leave it to the programmers to say for sure though as that's beyond my knowledge.
  22. That's used in all cases where a yes or no question is needed, so that might be a bit of a problem. Are there words for agree/disagree or something like that you could use instead?
  23. (Or for that matter to mouseover the unit icon and read the popup with unit statistics and other info. That's usually a helpful thing as well )
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