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Posts posted by NOXAS1
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You are moving in the right direction
Really? Cool Beans.
Update: ok so this is weird and idk if it is supposed to do this but this is the last message I got in my terminal when I did the svn thing off that list on ubuntu.
Code thingy: svn: GET of '/public/!svn/ver/6391/ps/trunk/binaries/data/mods/public/art/textures/animated/water/noise/normal11.dds': could not connect to server (http://svn.wildfiregames.com)
I believe something may be wrong with the server, that or its done but idk it seems like I may have to either update it so I get the rest of the files or idk *shrug* ok I did (sudo svn up 0ad) and it seems to start where it left off. Thats good and I can't wait to see what else I ca do to fix it.
Update: I did it!!! Yes!!! Finally!!! now to work on those maps and testing the game out with the new stuff.
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good news, I figured it out and I feel stupid lol. Sorry man didn't understand your wording. ok now to get to work on the project.
Edit: ok so I did get it all on my home folder on ubuntu it has a folder that says 0ad and then a folder that says trunk which has all the same files. and I still have some problems with the maps when I press the 0ad button. Do I have to switch these files with the ones on the original files? or is there an easier way? Any help would be welcome.
Update: Ok I deleted my alpha 6 from the ppa style thing and now I am just trying to do the svn thing from beginning to end from this link (http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu) hopefully I am doing the right thing. If this works I will update this post again and say I am done and ready to begin.
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If you already have SVN version just run 'svn update' in it's directory.
If not - run 'svn checkout http://svn.wildfiregames.com/public/ps/trunk/' from some folder, where you want to have SVN version of 0ad.
where should the directory be? and can the update be run in the terminal? or can you do a step by step thing? I am just a bit confused since I am still a greenhorn when it comes to most ubuntu functions
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question on ubuntu how can I update the SVN? it seems I am having the same problems as SMST
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Sorry, everyone. Here is the current version of the map. (yellow section done) I'd really like to do more, but I will be kind of preoccupied the next few months.
Thank you SMST
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Please fix this because I'm having such troubles as well and well I have a hard time figuring out where to put the map files as well when I save one from the community
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Oh on ubuntu where do maps save and where should I put this one? Also I think I found the file but it's in a zip file...but idk it's on share/games/0ad/mods/public and then it's just a zipfile that says public on it
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lol how unfortunate. NOXAS1 you have a few days extra to improve your scenario making skills
Yay I get to try and well that's good because I can wait for the files and that'll help a lot with me trying to work on a basis of an idea while SMST is on vacation. I would also like to use this opportunity to add to my application if possible when I am finished with whatever color or colors (maybe two?) I do. Thank you Mythos and Pureon
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Um I would like to try and prove my self with my scenario making skills if thats ok with you. May I try? And if yes um my questions are which color and what biome do you want exactly?
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Thank you chess007_Phoenix_clan for getting that lol I thought I was the only one. But yeah it'd be a great mod and I'm willing to learn coding and such to help out.
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Cool Beans that sounds great
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that would be awesome! and those are cool screenshots Mythos_Ruler. Oh I got an error when I tried to see the other topic with the discussion Mythos
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Gaugamela? idk just thinking of G words that make sense for game
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YAY!!! Thank you man. one other question since it's about walls. Will there be palisade walls?
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Just curious but when will walls be able to be built easier and more efficiently like a drag system to build multiple parts of a wall? Also when will gates be able to work? I love how they looked and they made great eye candy just well trying to make a wall straight was a pain lol.
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I also wanted to say that sometimes the battering rams do the same thing and look like one battering ram
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(i have Ubuntu) I pressed the website link and it went to the sight, however the mouse in the screen wouldn't move. It's kind of like it crashed on me so I had to press the power button and enter to shut down my computer and restart it to play.
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thanks guys
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ok will do thank you
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is there anything that may help me learn to program? C++ or Java? I would love to contribute in any way possible.
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Would it be possible if you could delete a building faster then just the delete button and that pop up question that asks if you want to continue? My reason being is that I think that it's kind of hard to delete a building you want because of the place where the delete key is. That and I would like to speed up production of what my troops build because sometimes I need them to stop (my mistakes ex: built wall in wrong spot) building that one building and get on to another in *snaps fingers* that amount of time. Sorry for exaggeration lol
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Make a model for funeral pyre to go into ocean (just for Shiz and giggles) lol Thanks for that fast reply and well that's a good quick fix if I do a few at a time. Oh and is it possible that units on ships will be implemented in a future alpha? (7,8,9)
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I was playing an island hopper map versus the AI and I noticed that they don't island hop yet (Idk if that's just because of the development stage but I just thought I'd put that out there) and my real "problem" if you will is that I garrisoned troops inside my greek warships and that was flawless. However unloading them had some side effects.
1. Some units got unloaded inside the water instead of out on land. Which kind of made my invasion force useless do to the fact that a lot of my army was now inside the water and unable to really move from there to the land.
2. When some units got in the water after I tried to unload my troops on the AI's Island they either disappeared or died. I'm not sure because I didn't see any bodies.
I was wondering if you guys could fix it so that when troopers land (I tried to land 8 from one ship and only 4 made it on land, the other 4 were in the water) they kind of all get on the land (all spread out on the beach instead of in a small group in front of the ship causing landings to be nearly fatal to my forces) and if there is no room to land, then the troops that can't land have to move to another piece of land to land.
Thank you for your time
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I like how in the UI that there is a marking on the minimap showing you where you're looking on the map so its easier to find your troops. I applaud your work so far on this and can't wait to see the finished product.
Community project
in Scenario Design/Map making
Posted · Edited by NOXAS1
ok so my svn version works. However I am having problems with the editor. When I try to get to the temperate textures it freezes. Seems to be only an Ubuntu problem because it seems that SMST and his windows OS worked fine. Any ideas to fix that? I might just get the svn on my big computer to try since it's a windows. I just hate using that pc because it has Windows 7 and I highly dislike windows 7 and Vista lol
Update: well since I hate it when things don't work for me I did some playing with the program and found it works if you enlarge the screen of the Atlas. Still slow but at least now it's workable, I am now working on the green part and hopefully will have some screenshots by the end of the day