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Everything posted by feneur
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A blender user introduction
feneur replied to Shadosk's topic in Introductions & Off-Topic Discussion
They're all in the SVN, please see http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide for more info (it does mention a specific piece of software, but if you're e.g. on Linux and can only get some other SVN software it should still be possible to follow most of it). If something is unclear please ask here or in the IRC channel: http://webchat.quakenet.org/?channels=0ad-dev and we'll try to help you. I don't think there are any model templates though, I believe most modelers simply import an existing model to get an idea of scale etc. -
Nothing about the next version can be confirmed yet, we need to finish the first version first
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Providing promotional content for event purposes
feneur replied to k776's topic in Treasury Committee
Probably best to have him do it (not saying we/the community can't help out designing them), it's probably a lot cheaper to have them printed locally than having them printed somewhere else and then shipped there. -
Security problem and possible solution
feneur replied to pesapower's topic in Game Development & Technical Discussion
Could you please explain what you mean? You apparently has changed your password, otherwise you would not have been able to log in as we removed all the old ones as a safety measure. Are you saying you can't change your password after that process? If so, you need to enter the password that was sent to you during the reset password process in the "Current password" field, not the password you had previously. -
Hello, and welcome to the forums. Downloading the source and checking out the AI code is definitely a good start. Please read through: http://trac.wildfiregames.com/wiki/GettingStarted , and http://trac.wildfiregames.com/wiki/GettingStartedProgrammers for the starting information (if you're just going to focus on the AI, and thus javascript programming, some parts might not be as important as the rest). The #0ad-dev IRC channel on Quakenet is probably the best place for real time discussion (provided someone is online of course, but evening/night European time there's usually at least someone, and plenty of people read the logs/are logged in all time and will respond when they're at their computer), and the Game Development & Technical Discussion forum is a good place for more long-term/deeper discussion. Of particular interest to you is: http://www.wildfiregames.com/forum/index.php?showtopic=17144 which deals with the AI development, and more specifically where it's going.
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Paid Development: September 2013 Activity Status
feneur replied to RedFox's topic in Game Development & Technical Discussion
We only need to target individual soldiers if we want to allow individual soldiers to be hit individually as part of the simulation. We could also treat units in formations differently, and e.g. distribute health loss, XP gain etc over the entire formation. To allow for some strategy it would probably be more relevant to divide them into say four areas (left/right flanks, and front and back), but four is still a lot less than 40 =) Individual arrows should probably still be shown as hitting individual units, but I believe they're already separate from the simulation (at least in some ways), so that shouldn't be too much of an issue. And while I don't know about Total War I definitely think they only use formations for everything, the individual units are just graphical representations of them as far as I've understood things. -
Paid Development: September 2013 Activity Status
feneur replied to RedFox's topic in Game Development & Technical Discussion
I don't know enough of programming to know if it would make any difference, but at least in theory I would assume part of the problem (regardless of implementation otherwise) could be remedied by actually implementing formations. I.e. only calculate distance between formations rather than for each individual unit, which should make quite a difference in the amount of calculations needed I would assume. -
He's the Music Lead We don't really have a Sound Lead (which is why Matias is applying ), but for now Pureon, with some help of the rest of the team and other contributors, are handling things to make sure we at least get some sounds into the game
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I agree, let's give Omri the money for this
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Translation French language
feneur replied to Loki72's topic in Game Development & Technical Discussion
It depends on what kind of changes there have been. If it's just sound files (.ogg), or art files (.dae, .png), or Javascript files, or XMLs there's no reason to recompile. Or another way to look at it, if the update info only shows changes in /binaries/data there should be no need to recompile (I hope I'm correct, but at least as far as I know there shouldn't be any files in there which would require a recompile when they have been changed.) -
Just use the Alt+Z shortcut keys and you can toggle the sky on/off in game For more hotkeys see the manual page: http://trac.wildfiregames.com/wiki/HotKeys
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New Release: Alpha 14 Naukratis, IndieGoGo Fundraiser
feneur replied to Mythos_Ruler's topic in Announcements / News
All services charge some amount of money, the Indiegogo is probably where we get the highest amount, at least if we reach our goal (they lower their fee in that case), but we are grateful for all donations It should support all credit cards afaik, but thank you for looking at the other options nonetheless -
Please take a look at the first topic you created, and please answer the questions people asked you there.
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Are you talking about the key on your keyboard that has something like "PrtScn" on it? That doesn't have anything to do with 0 A.D. but with your operating system. 0 A.D.'s screenshot function uses the "F2" key, press it and it takes a screenshot, the location of the saved file will be displayed on the screen once the file has been saved.
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To clarify what Loki1950 said a bit: each time a building is destroyed (or a unit killed) the one destroying it automatically gets a small amount of resources (representing the resources which could be mined/looted from the building/unit) in return.
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That already exists, citizen soldier units do gain ranks as they kill other units. As they get higher rank they get better at fighting, but worse at gathering.
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It is mentioned on the download page, which is the same for all releases. We have no way to make sure information is available in e.g. Ubuntu itself though, so there we have to rely on people to find things out for themselves. (Or know that the versions of the software included usually doesn't change until you get a new Ubuntu version. It's not something that's just related to 0 A.D. but to the operating system itself.)
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It might be added in the backports repository though, see: http://trac.wildfiregames.com/wiki/LatestReleaseLinux#Ubuntuprovidedpackages for more information. In other words, you'll have to wait until the new Ubuntu version to have the newest version of 0 A.D. by default, but if you add either our repository, or possibly also the backports repository (could someone please confirm/deny this?), you might get it earlier.
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Quit program button in menubar
feneur replied to ickylevel's topic in Applications and Contributions
You should be able to just use Alt+F4 if you want to quit the application immediately, so no need for a menu item. -
Not sure how much, but we do have some money in the Flattr account as well, I think it's around 120€ or so
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The limit you set on the scenario is the main limit, the civilization limits are then applied to that. If it would show you e.g. 270, then it would not be accurate for a civilization that didn't have any civilization specific limit (which in this case would mean that the limit would be 300), nor for one which is set higher than the main limit (which might be 330 or something, I don't know the exact numbers).