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feneur

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Everything posted by feneur

  1. 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).
  2. 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.
  3. 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 )
  4. Well, there are e.g. reference images etc which we don't have the rights to show publicly.
  5. (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 )
  6. 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.).
  7. (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.)
  8. Triggers are basically ways to change things after the match has been started, based on specific conditions (there could be a trigger that adds X units at spot Y, if condition Z is fulfilled, or display a message once another condition is met, etc). So not really related to physics at all.
  9. The Lobby database has been reset (there was a technical glitch that crashed the database software, and taking the database with it), so everyone will have to register again. We hope this doesn't cause too much trouble for our players, and will try to avoid it in the future (we do however wish to remind you that 0 A.D. is in development, and that we may reset it for developmental reasons in the future).
  10. feneur

    Two issues

    Done! Thanks for reporting!
  11. Just as an FYI, we've got the 0ad.me domain. Not sure if this is the best use for it or if it's best used for something else in the future, but thought I should mention it so you're aware it exists.
  12. What would you specifically like from it that the Actor Viewer in Atlas doesn't give you? (I mean sure you need to make an actor file of it to see it there, but to just see the model itself you can use the modelling program, so what I don't see is what there is in-between that you think is missing. Could you please explain that a bit more?) As far as I know (though I certainly could be wrong about this) the only prop-point that exists by default is the root prop point. As for the props, why don't you just open Atlas, select the Object tab, select Actors, and enter "props" in the filter textbox? Making a list somewhere would just risk getting outdated, while doing it in Atlas should always give you all the props which exist at a given moment.
  13. The name 0 A.D. actually was chosen partly because it sits right in-between 500 B.C. and A.D. 500 (and in case anyone wonders, yes, we are aware that there wasn't actually a year 0), and in the first part it is indeed the B.C. period that will be covered, so in this regard you are wrong. You are right that it's probably best to add this civilization as a mod, it doesn't seem big enough (and from what I could tell from a quick read of that Wikipedia page it might not be all that easy to find enough accurate information for that matter).
  14. Also, even though I'm certainly not an expert, I would assume that this type of ship was mostly used on the Nile - rather than on the Mediterranean, so it shouldn't have to be as seaworthy.
  15. Recording more or less works already, there might be a few things needed for proper replayability (I don't think e.g. camera movements etc are recorded), but generally that part works.The big thing though is to actually make it possible to play it back, the existing code just plays it back automatically without anything being displayed. So it's not as if it works as-is, but the recording part works.
  16. I assume you've seen it now as it's changed, but just for completeness sake/in case someone else changed it: Click Edit, then Use Full Editor, then edit the Topic Title there
  17. No, not gate opening and closing, locking/unlocking (i.e. lock sounds), we already have the gate open/close sounds. They might need improving for all I know, but let's start with getting new sounds into the game rather than changing the old ones
  18. He says in his application that: So I could also have said Z, though personally I find it weird to use just one character to refer to someone, so I used the entire name
  19. What is your point here? Just stating part of his nickname doesn't really tell what it is you want to tell me
  20. Actually that's a pretty bad idea since there is none of those things he can do without us giving him access first So while your willingness to help out by pointing him in the right direction is a good thing, it doesn't help much in this specific case I'm afraid. And most of those things should be quick to do for our current web guy provided we've got a few other things sorted out first. So Zion's help is more useful in other matters anyway Sound is definitely the area where your help would be most appreciated Zion, however, just because it is the area where most help is needed it can also be a bit hard to get things going optimally. We do have another applicant who's been interested in the sound manager position, and I asked the guy who's previously been in charge of sounds to evaluate him, but unfortunately he hasn't had time yet. In either case this situation means that we don't have the full picture on what sounds are needed/which needs to be updated etc. However, we do want lock/unlock sounds for the gates, and I don't think anyone else has been working on those, so if you would like to record one of each of those (you can of course record a couple of variations) that would be great.
  21. Yeah, we probably should have tried and made that 100% obvious that the translations are released under the same license as all our other content, but yeah. I don't see how anyone would work on something without being ok with it being used, but we will definitely try and make it more clear before including it in the game.
  22. Either one of those you mention should be able to make you a reviewer I'd say we'd prefer if language teams handle this themselves as it's hard for us to stay on track with these things, especially since we don't know all languages and thus can't tell which people it's a good idea to promote to reviewer So yeah, ask Gildaas is probably my recommendation. You can use Transifex to discuss things, either on the language page ( https://www.transifex.com/projects/p/0ad/language/fr/discussions/ ) or via the Translation tool you can discuss individual lines of text (though I think that discussion is shared between all languages). We could also create a translation forum here if there is a need for it, though if it works well enough I think Transifex should be better to keep it all in one place
  23. I would say you should wait until you've tested it before you worry about that. More healers means less fighting units after all, and the other player should have the benefit of being in their own territory and thus not need as many healers so they could use more fighting units.
  24. Sure, feel free to create one. Please don't use it anywhere unless you get official WFG approval though, especially not for e.g. a software center or similar
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