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feneur

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Everything posted by feneur

  1. 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.
  2. 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.
  3. Just click on the unit icon/icons in the ship display once you've arrived
  4. 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
  5. 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.
  6. 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"?
  7. As far as I can see from loading up Atlas and looking at the settings there the default fog is actually slightly bluish. Not sure how/where that interacts with environment.js/random maps though. Just tried in Atlas generating a random map, and at least from just looking it seemed as if the settings are the default. But again, I don't know the actual code or anything, just what I see when I try things
  8. Nope, you created a post about bugs in a topic for suggestions. So I split it.
  9. Nope, not sure it will soon either. It was working before Philip reworked the Entity system, not sure why that drop menu is still left though =)
  10. Calling up the entire manual just to see this might not be the most effective way to do things Not sure how well it could be integrated/made to work with going back and forth between the manual and the match setup screen, though on the other hand that might (at least to some extent) probably be said of a factions choosing screen/dialog as well. That should be possible even if using this kind of screen, though you may of course have to go back and forth depending on the layout of this screen/how it works with the match setup screen.
  11. Actually not necessarily. The game still uses .DDS, the PNG files are more to make it easier for artists/modders and I doubt using PNG files in the actual game would be a good idea. And unless there are better versions created of those skyboxes I doubt they will be replaced. It's not too easy to create a skybox as well as the texture has to be seamless in so many directions (I gave it a quick try Actually, now that I remember it, when I tried it it didn't work using PNGs, but when I saved the same images as DDS files it worked - in the sense that the game could load it, I didn't spend enough time on it to make it actually seamless.)
  12. There's really no need for it, the closer the markets are --> the less money you get from them, so if someone puts two markets right next to each other they don't get much resources from them at all. That would just confuse people imho, better to always have all the units move. Itherwise you end up with your healers in one place and your other units in another. If you want to do something more specific you can always use control-groups or something to move the healers separately. This should be possible, at least in the development version there is a button at the bottom right that says "Main Menu" (I don't have the Alpha version installed), so if nothing else it will work in the next version.
  13. A wizard might indeed be a nice thing to have, probably best to wait a while before implementing it though so we know all the features and can plan how it should work a bit better than having something using the features we have now and then add on other things later (and risk that they just feel tucked on at the end or something). Could you describe a bit more how you envision the layers? Something more like an outline of all the things in the map file? (Could probably more or less just be a more organized/visual display of the contents of the map file.) Or something else entirely? (Layers as in texture layers over each other?) I don't know enough to say for sure, but a map texture function seems reasonably difficult to implement as the texture is set per tile iirc, so it would have to convert the file you'd load into many separate texture files and try and match them together etc. Maybe it's possible, and the terrain texture system might be rewritten anyway as it's nowhere near perfect the way it is now, but it certainly sounds difficult to me. Random map generation is included in Atlas: It does require you to set up players in the players tab before running the map generation, but that's what the "Change players" button is for
  14. http://trac.wildfiregames.com/wiki/DebuggingOnWindows also has some information that might be relevant
  15. When did you alt-tab? It most likely can happen at most times, but iirc the game is most vulnerable to alt-tabbing while loading a map. I generally use Alt-Enter instead as that seems less likely to crash in my experience.
  16. Not sure what you mean here, the release number is clearly mentioned in both the main menu and on the top bar in-game, so I don't know how we could make that any clearer. (It is a bit unclear for SVN as it still says the Alpha name of the previous version, but on the other hand people who use SVN should be expected to stay more up-to-date.) And I certainly don't see how having the Spanish Wikipedia page be updated is an issue, if people still use a version that's almost two years old they can't expect the information on Wikipedia or our web site or a facebook page etc to be updated.
  17. He's using Alpha 10 That ought to explain things I don't remember exactly when cheats were implemented, but I'm pretty sure it was later than that.
  18. Thanks for your suggestion. However, there are a couple of reasons why it's not a good idea for us. First, most of our money goes via SPI, so we'd prefer not to add something that isn't via them. Second, the more ways we add for people to donate the messier that page gets (and there are reasons to keep at least most of the ways we have there already, so we don't want to replace it all with something completely different). Third, trust is one of the most important things when it comes to transferring money, and using something completely new and unknown is not something that will signal trustworthiness (at least not if we replace everything we have already with it).
  19. The same way you uploaded the images in the first post I would suggest you put the map files in a 7-zip file, or at least a ZIP-file rather than a RAR-file though.
  20. Mod manager patch,A mod manager should definitely be included in the main game, but that does of course not mean that you can't implement it. Please do discuss it a bit in the forums first though so it can be done well/work even for non-CoM mods. Capturing mod (slaves, btw. you are right, this essentially is a selection change, can also change the model once captured, though continuing the old activity when captured will make trouble ... but that stop of activity is even desired for capturing),General capturing should be included in the main game, but there might certainly be aspects of adapting it to the slaves concept. Coralling/herding mod,Are you talking about something different from the corralling/herding that will be included in the main game? Ships ramming each other causes damage,Should probably be included in the main game, but that's of course not to say that you/modders can't work on it. Minimal unit scale/size variation (not easy to do),I think Sander is looking into something along those lines, so perhaps it will be included. That's certainly not a promise though as he's just experimenting with related things at this moment. Trigger mod (related to campaigning mod: a trigger on the map for building a storyline, this trigger needs to allow being registered within AIs/Players too. e.g. if you reach this fjord/bay, then this should trigger/dispatch a message to an AI to rais e alarm. Just as an example.).Triggers will most likely be included in the main game (there is a patch for it), so no need to do a mod just to include triggers. Might still be something to think of as new features added by mods might need new triggers. That's a very wide statement Who are the "we" who can't change it? I certainly can (But yeah, it's not something everyone can do. That's very true, I really just mean that "we" as in WFG certainly can )
  21. Well, there are e.g. reference images etc which we don't have the rights to show publicly.
  22. (I also removed the images from Lion's posts, image searching is starting to become good enough for it to be a possible issue - we don't want to get linked with these things at all. Though come to think of it the second post could probably have staid, not really important though. Just thought I should mention that I removed them so no one wonders where they're gone )
  23. Deleted them (and a couple of others as well, though we probably should do a real purge some time. I would imagine say 90% of the users are fake/spammers.).
  24. (I'm not a programmer after all, so take what I say with a grain of salt. I searched through this entire topic, and throughout the entire build log I couldn't see one single occurrence that seemed like an actual error rather than just e.g. error reporting being defined or similar.)
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