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feneur

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Everything posted by feneur

  1. Hmm, have you manually increased the size of letters or zoomed in or something similar?
  2. Could you please take a screenshot of this? It's really hard to tell what it is you're seeing from just a written description, so a picture would work wonders
  3. Not sure which tools you're talking about? The only Max related thing I know of was the exporter, but I could be missing something - I'm not an Art expert. Would probably be a good thing if you described what they'd do/why you'd want them though. If nothing else to make it easier for the programmer to feel that it's important to work on. Just doing something because it might prove to be useful in some way to someone some time isn't as encouraging as "I need this tool for this reason"
  4. It's not really more information I need in that sense, I'd just like to have Jan or someone else say more directly that they suggest we use "this specific service" and "this specific plan". I guess it's been implied, I just would like to have it clearer so I'm certain about what I'm about to decide on And I can try, though I really think Jan has to try and convince Philip, because it's hard when you don't really know the technical details of things. I'm really starting to think things need to change though as Trac is becoming more and more plagued by spammers, and we'd really ought to set the email server up properly so emails don't get caught before they even reach users spam filters.
  5. http://www.wildfiregames.com/forum/index.php?showtopic=18349 is where the already existing topic on this is (in the introductions and off topic forum where it should be as well this is not about 0 A.D. ). I'm closing this duplicate
  6. Jan and leper are going to give two talks about 0 A.D. at Linuxwochen 2014 in Vienna (takes place between May 8th-May 10th, leper was the one who had contact with them the latest so I don't have any more specific dates for the talks), and I promised (based on previous cases) that we could reimburse him (/them) for parts of the costs they have for things like travel etc. Below is Jan's costs for travel and hotel, how much do you think we could reimburse him? We do have enough money that we could probably cover it all, but we should remember that we do have other costs + leper will probably want to be reimbursed as well (though iirc his travel costs are a lot cheaper so it would probably have to be a tradeoff between justice and not spending more than we have to). + Wraitii wants to go speak about 0 A.D. at something similar in France later this year, and there will most likely be more things like this in the future. To some extent this needs to serve as a precedent as we haven't really had to decide on this scale before. The only other similar thing previously was something like $25 for Aviv to travel to another city in Israel, so that's not really comparable. My thinking is that covering all of it (even excluding the nights he'd spend "on vacation") is probably too much from a financial point of view, but on the other hand the money in our accounts doesn't exactly do us any good just sitting there, so we probably don't have to be too conservative. Maybe one of you have a better idea for more exactly what is a good number though.
  7. Not sure it's possible. Should be no real reason though, anyone who wants to see it larger can just click through to Youtube
  8. Usually it's done pretty much as soon as needed (though sometimes it might take a while if someone knows that another big change will come soon, making it unnecessary to create an autobuild and then have to create a new one soon after).
  9. I do agree that we do something, but I'd like a more fixed suggestion to vote on. This exact option seems more like a general suggestion to me than an exact suggestion to use that specific service. I really think we need to sort out Trac/SVN as well, for which we really need to get Philip on board
  10. Looks good to me, though you might want to mention something about the game being Alpha/WIP/laggy in some situations so people don't get too high expectations/compare it to a finished game unnecessarily
  11. To place particles in Atlas select the Object tab, change the dropdown menu to Actors (all), and to make it just display particles you can enter "particle" in the "Filter" textarea. Then just place it as with another object. To be able to move it etc after the fact you will need to use the Alt key with the Move/Rotate object tool though.
  12. feneur

    Hi!

    Welcome to the forums! And thanks for the nice words about the game
  13. Most of Omri's music is software, but with a good amount of recorded instruments thrown in So don't worry if you can't do it all with recorded instruments I think I'll send Omri an email pointing him to this thread... (He usually just checks a couple of threads as he's so busy.) I'll also change the topic of this thread so it's clear that it's music you're interested in Have you read his music contribution guidelines here: http://www.wildfiregames.com/forum/index.php?showtopic=14632 btw?
  14. Just to rule out the obvious: are you 100% certain the mouse isn't on the other screen for some reason?
  15. Hmm, not sure why 0 A.D. should affect the ICC profile, but I guess that could happen. Either way, does the same thing happen if you exit via menu commands?
  16. I guess I'm going to disappoint Lion: I'll just write a short post Basically niektb said the main thing: as far as I understand it we'd have to redo basically everything to work with UE - and that's not really an option at this stage. After 1.0 is released we'll be able to reconsider everything again, but even then it's probably more likely that we'd choose another open source graphical engine.
  17. Just click on the "Change theme" link down in the left corner. However, we only have this theme and a mobile theme installed. Would be too much work - and for very little gain - to make sure that more themes than that works (there are always some small things to fix).
  18. No, there's no need to. At least not unless you're afraid it will be changed in the main game and want to keep it looking the way it does now (though you'd probably have to copy all the other things as well if you want to be 100% sure), but since changes are usually just making things better there shouldn't be a need to. Just reference it from a template in your mod and it will work automatically. The same way it would be referenced in a template in the public folder - the way the engine works is that first it looks in the public mod folder (or more specifically first in the public.zip, then it looks for loose files in the public folder), then in any mod folder. If it finds something in the public mod, and then in another mod the latter overwrites it, but if it just finds something in the public mod and not in any other folder it uses the public mod's file. To give an example, say your template refers to the actor units/celts/cavalry_javelinist_a.xml then it first looks to see if there is such a file in the public mod (i.e. mods\public\art\actors\units\celts/cavalry_javelinist_a.xml ) then if there is such a file in another mod (i.e. if there is such a file at mods\YOURMODNAME\art\actors\units\celts/cavalry_javelinist_a.xml ), but if there isn't it just uses the one in the public mod.
  19. No, it can be zipped, and it can be loose files. Either way will work fine. It's probably easiest to use loose files though as you can easier go through the folders and find the files you want etc. (Though if you are serious about modding I definitely encourage you to start using SVN rather than an alpha release: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide ) I would recommend that you create a folder of your own in the mods folder though, and just create the same folder structure as in the public mod folder for the files you want to overwrite or place similar. I.e. if you want to create a CIVNAME.json file for a new civilization of yours you create a folder at binaries\data\mods\YOURMODNAME\civs. If you want to create a new house model for a new civ of yours you create the folders: YOURMODNAME\simulation\templates\structures and place the entity XML there, YOURMODNAME\art\actors\structures\YOURNEWCIVNAME and place the art XML file in there, the DAE file in YOURMODNAME\art\meshes\structural and the texture in YOURMODNAME\art\textures\skins\structural That way you don't have to worry about your art interfering with the old art, but you can use the existing civs when testing things out.
  20. Just click on the unit icon/icons in the ship display once you've arrived
  21. To get units onto ships you have to first garrison them in the ships. To do this either click the garrison button and then click on the ship, or just Ctrl+Right click (I think it might be Ctrl on Macs as well, otherwise try using Cmd =) ) on the ship and the unit/units and the ship will try to meet up and the units will board the ship and you can move them to some other place
  22. I suggest you try to choose another mirror when you are at the SourceForge download page (click where it says "or try another mirror." and choose another server from the list), maybe there's something wrong with the copy of the game on the server. Apart from that I'm afraid the only thing to try is to download again.
  23. Lion could you please rephrase that? I'm afraid I don't get at all what you're asking, I mean I understand that you're saying that you don't feel as if you can answer all the questions people ask. And after that you say you want to do a survey, not sure what you're going to ask people in the survey though. What about Twitter though? Are you saying you want to start a "Spanish 0 A.D. Twitter account"?
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