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asterix

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Everything posted by asterix

  1. free for 24 hours https://store.steampowered.com/app/491950/Orwell_Keeping_an_Eye_On_You/
  2. Glad you could help (just ask if you want some help) here are simple tickets for starters https://trac.wildfiregames.com/query?status=!closed&keywords=~simple
  3. https://trac.wildfiregames.com/wiki/ I am currently maintaining it and updating it but not your counterpart even though I know about it http://0ad.wikia.com/wiki/Britons
  4. do not forget about https://code.wildfiregames.com/D337 and https://code.wildfiregames.com/D281
  5. that is true that it is dead but even if nobody exists that can speak that language we have written scripts and sometimes even whole phonetic (pronunciations) studies from universities how it was pronounced so we almost always work with languages that are dead so we pronounce as it might have been pronounced.
  6. It is like this, even though transifex supports Asian and other languages (scripts, fonts) the core of 0ad does not, so every time you see in trac timeline automatic build of po and pot files of those currently almost 100 percent complete translations that are updated from transifex, it downloads only those compatible and pre-selected. So right now if you want to see your translations in 0ad you would have to look at e.g. Chinese or Japanese mods and do the same thing. To resolve this situation we would need to bundle 0ad with e.g. Pango library or other font library and make use of it as it was done in Gimp or create a support within 0ad to read and edit such fonts. @elexis @vladislavbelov
  7. yes, it is possible but difficult to implement (variants within variants) @stanislas69 @Alexandermb what do you think?
  8. my guess is https://trac.wildfiregames.com/ticket/3528
  9. @stanislas69 should I add it to the wiki page (audio voice list)?
  10. Thanks btw already working on it https://github.com/tomasmatys/Farsiaudio0AD/tree/master
  11. hmm... you need to change a format of your .wav files to .ogg plus .xml files that describe strength and length of those files plus who it belongs to as seen here https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/audio/voice/greek/civ
  12. @dmzerocold also I would like to know under which license do you permit us to use your voice-overs?
  13. I can definitely help already on it just need those files
  14. where are the most recent files?
  15. well yes , there is a way by creating group of all units and then just when selected right click on spot where you want them to send [hotkey.selection] add = Shift ; Add units to selection milonly = Alt ; Add only military units to selection idleonly = "I" ; Select only idle units remove = Ctrl ; Remove units from selection cancel = Esc ; Un-select all units and cancel building placement idleworker = Period ; Select next idle worker idlewarrior = ForwardSlash ; Select next idle warrior offscreen = Alt ; Include offscreen units in selection [hotkey.selection.group.add] 2460 = "Shift+0" 2471 = "Shift+1" 2482 = "Shift+2" 2493 = "Shift+3" 2504 = "Shift+4" 2515 = "Shift+5" 2526 = "Shift+6" 2537 = "Shift+7" 2548 = "Shift+8" 2559 = "Shift+9" [hotkey.selection.group.save] 2570 = "Ctrl+0" 2581 = "Ctrl+1" 2592 = "Ctrl+2" 2603 = "Ctrl+3" 2614 = "Ctrl+4" 2625 = "Ctrl+5" 2636 = "Ctrl+6" 2647 = "Ctrl+7" 2658 = "Ctrl+8" 2669 = "Ctrl+9" [hotkey.selection.group.select] 2680 = 0 2691 = 1 2702 = 2 2713 = 3 2724 = 4 2735 = 5 2746 = 6 2757 = 7 2768 = 8 2779 = 9
  16. I believe that is because https://www.moddb.com/mods/0-ad-delenda-est was still not updated.
  17. @temple @wraitii also please look at https://code.wildfiregames.com/differential/query/ewUhFD.wz59N/#R
  18. I know it is an old thread but you can look also how early on was done metagame or balancing.
  19. correct civ specific technologies you can find here https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians?rev=21796
  20. well i think that the answer you will find in techs and templates of certain buildings e.g. when the tech is global it will affect all same buildings that are specified in the description or if it is local it will affect only that one building all this info is written in source code in the specific templates what affects them https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures?rev=21796
  21. Do it like smiley said, at least I did it the same way.
  22. no, it is in-line with design documents with each civ plus with things that were implemented in the meantime.
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