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Silier

WFG Retired
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Everything posted by Silier

  1. @gameboy hi, I have updated diff, can you test it again?
  2. Here it is. https://code.wildfiregames.com/D2450, to test you need to rebuild game
  3. Problem with this map is that it is generated by script, so it is a bit hard to reproduce same conditions but I managed to get something similar. As you can see at next picture, there is not enough deep water for big ship like warships are to spawn from the dock. And making ships to just skip that place and spawn more far away from dock may result ship spawning to look just odd. Also that are pretty shallow waters for such big ships
  4. @LordGood top picture right dock looks like has more than 90 degree available. Especially that corner.
  5. Yes I see there should be enough space around right dock but that may be problem of water depth. Maybe there is not enough continues water space with certain depth. What is the name of the map ? And replay would help if you could upload it please.
  6. Hello @tuk0z, that message you see means that around building is not enough space to create given unit. War ships generally have larger footprits so that is probably why you can train smaller ships. also units are placed around given building that is training them, if they cannot fit that place and given area is not blocked by other units, they are not trying to spawn further from building (but even the range to spawn further from building has limits too, so one cannot spawn units from one building and never move initial ones) Try to place dock somewhere where has a lot of space around at water. If problem persist, please upload a replay. Here you can find correct path to replays based on your operating system in this page https://trac.wildfiregames.com/wiki/GameDataPaths. If you have any more questions, feel free to ask. Have a nice day and enjoy the game
  7. no, i cannot reproduce that, what graphic card do you have?
  8. sorry, cannot reproduce that, would you have replay ?
  9. hello @gameboy, thank you for reports, I ll fix them in few days.
  10. hello @cassius, When did error occur ?
  11. Hi @Ooypunk, what you see in game, is text which have been translated to the day release version was created, therefore some text may be translated already or changed entirely on transifex.
  12. Depends how many errors will be discovered in them. And also @Alexandermb is doing some improvements what requires variant changes. Well there are 7 release blockers that need to be fixed (patch) or confirmed they are fixed.
  13. You would need to write to someone responsible about translation into that language. Translation si done here https://www.transifex.com/wildfire-games/0ad
  14. Hello @gameboy, that is problem of translation. We cannot do much about that.
  15. just for the reference, reported capes are solved in diffs
  16. @Stan` After fixing D2433, I noticed that position of props for projectiles are very different, its kind of funny but looks also strange. cart_siege_ballista_unpacked
  17. Hello @Hidan, thank you for reporting this. Issue have been identified. Have a nice day.
  18. archer has already higher spread for max range compared to javelinist spread for max range. I made thread somewhere why is javelinist better option than archer
  19. hello, thats probably because differential you are trying to apply is outdated and not compatible with current version of svn. If you need any help or you have questions feel free to visit webchat.quakenet.org/?channels=0ad-dev @crazy_Baboon do you run arch patch command from the directory where LICENSE and README files are ?
  20. hi @matricea place these files in the same folder as pyrogenesis.exe msvcp140.dll mozjs38-ps-release-vc140.dll vcruntime140.dll
  21. @nani do you remember the ticket or its name? Edit: Found it
  22. @Alexandermb great, now only capes/rider need same update and one more request, slaughter animation used in cape actors has knife prop
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