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feneur

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Everything posted by feneur

  1. But if you zoom out you would hear wood chopping sounds etc from all over the place. Are you saying you wouldn't want to have any limit to at least the volume of these sounds at maximum zoom?
  2. Click the edit button, then "Use Full Editor", and then you should be able to edit the title (if not there's something wrong with the settings, please let me know and I'll fix it.)
  3. That's usually a problem with overzealous email providers blocking email from us, or perhaps autogenerated emails in general. I've had issues with my WFG email account, so I haven't received the notices lately, but perhaps Aviv has. In either case, it is definitely worth trying to change the email address associated with your Trac account. (Especially if you have an @gmx.de/*.net email account as that seems to be one of the most troublesome email providers.)
  4. Ok, next time it happens, could you please provide more information about it Which exact version of the game are you using? Which map? Which settings did you have? Did you modify anything or was it straight from download/SVN? etc.
  5. It means it's not accessible to the public, for various reasons, but someone with access to it can zip it up and give you the files. However, as Ben said, there's been work on a new horse model, which might be more appropriate, especially if there are new animations made (And especially since horses doesn't need that many animations overall, so it should be relatively easy to have them done )
  6. Yeah, please explain what it is you think you can contribute to the development
  7. Hello and thank you for your offer. As said before the programmers can probably be of more help, but it would be nice if you could give us some basic idea of how much time you have available You do say a small task though, so I'm assuming you don't have time for any larger tasks?
  8. I'll have to check whether the .dae extension is allowed to attach (am too tired now ), but in either case a ZIP/7-zip file is probably a better choice as that means a smaller file To attach a file click "More Reply Option" below the reply box and there you can "Attach Files" to the post
  9. The current Diplomacy system is just a basic one, we do hope to implement a more detailed later (hopefully already for Alpha 13).
  10. What operating system do you use? Maybe the one you're using is using Alt+F for something else?
  11. The WFG forums/web site was moved from one server to another the other day, that's most likely the cause of the current issues with attachments.
  12. Imho we'd have to remove cavalry from the units you can build at the start if we are to force citizen soldiers to have to go somewhere to pick up weapons etc before they can defend themselves. There's no way anyone can have both enough units to defend and gather resources in the same time someone can get enough resources to build a couple of cavalry units to raid with, and I don't think it would be a good thing to either make the infantry units a lot cheaper or the cavalry a lot more expensive (to either make it take less time to get enough units to defend or longer to create a raiding force).
  13. The "active part" of the unit (aka the entity in Pyrogenesis-speak) is stored in: binaries\data\mods\public\simulation emplates (and they inherit from each other, so in your case you might have one template for all tanks, and then individual templates for the different tanks). To make a unit buildable from a building you need to add it to the building, see the following example from the Athenian barracks: <ProductionQueue> <Entities datatype="tokens"> units/athen_infantry_spearman_b units/athen_infantry_javelinist_b units/athen_infantry_slinger_b units/athen_cavalry_swordsman_b units/athen_cavalry_javelinist_b </Entities> </ProductionQueue> To have the unit do moving/shooting independently from each other there probably needs to be changes to the C++ code of the engine as that essentially requires two entities in one.
  14. Afaik it was a scan from a book, and thus content we would make available. And while it might not be a huge difference I'd still say there's a difference in linking to copyrighted material and hosting it ourselves. I have no idea about exactly what's allowed and not allowed in this case though, especially since it should be clear it's just for reference purposes.
  15. Have you tried lowering the resolution? Not sure how much difference that makes, but 1920x1080 sounds like enough that lowering it could make some difference
  16. Could all these models share the same animations? Or will there have to be different animations made for each model?
  17. Sounds great! Thanks for letting us know As we get closer to a finished game we will most certainly look into this.
  18. We hope to include more indepth history articles with the game, but for the civ description pages a few lines like above should be enough.
  19. It's very user-friendly, but it's definitely not "new user friendly" =) Once you get to know it it's fairly useful, both in that you can customize GUI a lot and that you can use shortcut keys for a lot of things as well. But yeah, I can imagine it being a but troublesome for new users, especially if you already know some other program and how that works and need to "relearn" how to do things
  20. You are allowed to use any program you want, however the files which go into the game need to be made available freely under the CC-BY-SA license.That's the only real restriction in that sense It's of course nice to use free/open source software as much as possible though, especially since that allows everyone else to be able to use the same software (since we're using formats that should be supported by multiple programs this shouldn't be an issue in theory, but in reality there are unfortunately issues sometimes when importing/exporting files from a lot of different software). It's your choice of course, but if you only have a time-limited copy of Maya it's probably a good idea to use Blender anyway
  21. Not sure where you got that. The units will indeed have stamina, see http://www.wildfiregames.com/0ad/page.php?p=10066 for info on how we imagine the overall concept to work. It might not be exactly like that in the end, but the overall concept should be the same.
  22. If you've been reading the latest development updates the name myconid should be familiar to you. If not: he's the one who's been working on adding lots of new graphics capabilities to the game, which have made the game look a lot better (take a look at the latest development updates/the last release announcement if you haven't already to get a glimpse of what he has made possible). Because of that it was not a difficult decision to make him the featured contributor this time, and without further ado here's a quick interview with him: Tell us a bit about yourself My first encounter with programming was on an Mac Classic II, where I discovered Hypercard and Basic - I feel ancient just thinking that was over 20 years ago! A bit later I got a PC demo of Macromedia Director 4 (the Flash of its time), which was in many ways similar with Hypercard, but its Lingo scripting language was much more flexible... and it had colour too. Then I found Borland Delphi 1 Freeware on a PC magazine's cover CD, and that's when I really started getting into programming. Maybe it won't surprise anyone that my first big programming project (sometime circa 1996) was a collab with a friend to make an adventure game engine in the style of SCUMM (think Monkey Island, etc). We actually got pretty far, and had our own scripting language, pathfinding, hi-resolution graphics... Anyway, after a while I moved to Borland C++, discovered the internet and then the Open Source community. A couple of Computer Science degrees plus a "few" lines of code later, programming is my full-time career. Since in my day job I don't get to make games, here I am indulging my 27-year-old inner man-child! What have you found most interesting about contributing to 0 A.D.? Well, two things. Firstly, I'm here because I enjoy the challenge! I love hacking (in the R. Stallman sense), and graphics programming is definitely something that fills the bill for being both challenging and intellectually stimulating. Secondly, I've always been a huge fan of open source and libre culture, and I think it's an absolute triumph that a team of highly talented people has come together from all over the world to create a game of such quality. I'm both amazed and humbled by what the free, worldwide internet has enabled, and I'm proud to be part of it all. Anything you want to add? Now that the postproc manager is over and done with, I'm wondering what my next task will be. Have you ever noticed that Pyrogenesis can't really do lighting? As crazy as this sounds, maybe it's time we replaced our forward renderer with a deferred lighting solution*, as used by other modern AAA titles like Starcraft 2... though you can forget about keeping the fixed renderpath then. * I've been asked to explain WTF those things mean, but the explanation came out a bit longer than I had intended:
  23. I think we'll have a "Your units are being attacked" alarm sound when units are attacked, and only have battle music play during actual battles. Exactly how to define a battle is the main issue though (and the reason for this thread ).
  24. The ships are already animated. At least the oar movement, don't remember if they have idle/sails up/down animations though as the naval combat(/movement for that matter) really isn't working yet so it was a while since I looked at them in-game.
  25. Personally I think it better fits one or two of the civs in part two (Scythians/Huns) to not need territories, and to some extent not need actual buildings at all, but rather wagons or something similar to simulate their mobility.
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