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feneur

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Everything posted by feneur

  1. I would guess Linux Mint has got a web site where you could find information on how to contact the developers, and possibly who to contact for things like this.
  2. \build\resources in SVN should hold what's needed. I would guess that if you/someone could convince them to use 0ad.appdata.xml would be the best as that would mean that they would have the updated information etc if something changes (if anyone wants more info on it, this Trac ticket: http://trac.wildfiregames.com/ticket/2202 has a couple of useful links).
  3. I've not used geosculpt, but if i remember correctly World Machine creates one texture for the entire map - which is very different from how Pyrogenesis does it. Maybe there might be a way to reuse it, but at least in the case of World Machine I seem to recall the license not being anywhere near compatible with our license.
  4. Most of them aren't likely to be compatible with our license + wouldn't they be huge/i.e. non-tiling?
  5. There are no battles, it's all about city-building. At least for this version, who knows what he might add at a later date
  6. Not sure exactly what you're saying here, but if there are files which can only be used non-commercially I would advise against using them in anything that's based on the 0 A.D. content as our license allows commercial use (and that applies for anything that's created based on our content as well as you need to follow the same license for those things), and it's a lot easier if you don't mix licenses. CC-0 should work though as far as I can tell.
  7. As RoekeloosNL said though, it's all created by one guy. Everything. So I'd still say it's pretty impressive. I'll probably wait until it's for sale to buy it though, it's not really my favorite kind of game. It definitely seems like a good game with a lot of effort put into it (I've been following it for a while, and his development updates are phenomenal).
  8. Thanks for helping out btw It's really encouraging to see how this project/idea seems to keep drawing people back to help out in smaller/greater amount And of course you personally in particular
  9. Stanislas, I second the suggestion to document the exporting (and other things for that matter) on Trac, I do however suggest you create a new page, maybe named AnimationExportTutorial3DSMax or something similar. That way it's a lot easier to link to than the entire Art Design Document (which is in need of being updated anyway in many cases). (Plus it's probably easier for those who have a slightly slower internet connection if they don't have to load a huge amount of pictures at the same time ) It's great to see how you're willing to learn and increase your knowledge Very encouraging to see!
  10. Yeah, any buildings outside your territory will loose health.
  11. It's available in the development version, and will be available in the next Alpha version I guess Wraitii forgot it wasn't in the last Alpha
  12. And smaller maps generally are a lot faster than bigger as well. Water maps are best avoided at all in play against AIs as they don't support them yet.
  13. Once we have a need for it, I don't really think we've had enough multiplayer related content to warrant a new forum just yet at least. You have to remember that with every new forum added it's another place people have to look before they might find what they are looking for, so it's not always a good idea (+ of course the more forums there are --> the bigger risk that two forums are so similar that people are uncertain which one to post in. Not necessarily an issue with a forum related to Multiplayer though, but still something to keep in mind in general.)
  14. Now, no one can see the future so who knows what will happen in the end. However, I would actually say we have had more issues with the funding we have received than getting work done without it =) Though I would say you are "correct" in one of your fears: I don't think work will really ever end on 0 A.D. (well, ever might be taking it too far of course, but for many years). But I hope and believe that it will be in the sense of improving and adding to rather than it never getting to a "1.0" or full release or whatever you want to call it
  15. Please see http://trac.wildfiregames.com/wiki/ReportingErrors for how to find the above information for your operating system. Actually for lion's #2 it's enough if you provide the system_info.txt as all of that info is included there
  16. This is most certainly off-topic here yes I'll move it to the correct forum
  17. It's fine. It's just that even if no one has replied they might have read it already, or as I did, have had it open in their browser for a while. And then you have to manually refresh the page to see it Which I can't say I do, especially since the forum software gives you a notice if someone has posted something while you were writing
  18. No. In fact I just tested and they aren't removed at all, so as the tool itself says - probably best to only use on blank maps in the current state. And about those other things, please make a new post rather than edit your old one, it's impossible for everyone to keep track of edits. New posts are a lot better unless it was just seconds since the original post was posted (And that is a more general comment and not intended to be criticism or anything ) EDIT: Ok, now it was so long time between me starting to write the above and finishing it that you were able to edit your post in between =) No harm done, just generally not recommended as it's easy to miss
  19. Go to the Terrain tab, and check what's under Misc tools In other words, there already is a resize map tool. It only uses the default sizes, so it might not be perfect for what you describe however, and it's a very generic size changing function, so you have no control over it really.
  20. I'm not a programmer so I can't help you anyway, but to make it easier for them to help you, could you please list the following: What exact changes have you made? In what files? That would make it a lot easier to help you as they'd have a chance to see what it actually is you have/haven't done
  21. How would this sea wall work in terms of implementing/gameplay? I don't really see how it's possible to allow it being built as units can't go in very deep water, maybe have it be built in shallow areas, but then it wouldn't do much good.
  22. And now everything's back.
  23. Yeah, for now SVN (and Trac, and a few other small things) are down. They are on a server that Philip (Ykkrosh) is managing, and unfortunately we haven't been able to contact him yet. We'll keep trying though.
  24. It is indeed down, we're trying to get in contact with Philip who is in control of it so he can fix it asap, but we don't know when he will have the time to do it as we haven't been able to contact him yet.
  25. As long as there aren't any technical issues with square maps I don't think there is any reason to remove them. I don't think we should use them, but if it doesn't cost us anything so to speak it would be nice to offer that capability to modders.
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