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Gallaecio

WFG Programming Team
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Everything posted by Gallaecio

  1. I’ve written a patch based on Spahbod’s work: http://trac.wildfiregames.com/ticket/1580 . It implements color selection, but does not change anything regarding existing color choices. However, I do believe it would be great to replace current colors with colors that would have made sense in the context of the game. Sighvatr, would you consider opening a new thread to work on this list? That way you can keep an up-to-date list of suggested colors in the first post as people suggest colors in this new thread. For each color we need: An RGB value.A display name.Sources supporting the color. These can be added as comments to the sources, for future reference.
  2. You should be able to find the log of the last time you opened 0 A.D. at ”/home/<username>/.config/0ad/logs/mainlog.html”. “.config” is a hidden folder in your home directory, so you might need to configure your file browser to show them in order to locate this folder. Once you have located the file, reproduce the log out issue in 0 A.D., then log in and, without opening 0 A.D. again, attach the log file to this thread. The log might help us find out what is going on. That said, this might be a specific issue in your Ubuntu machine, and I’m not too savvy, specially about Ubuntu, as to be able to help if the 0 A.D. log turns out not to be helpful enough (which sounds probable). In this case, you might want to open a bug report in Launchpad.
  3. Sounds great, Proto-Basque then. Many thanks for stepping in! The revered monument of Iberians in the game is a bull, hence my reasoning.
  4. Needs fixing here as well: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml
  5. Because it is closed source, you simply can’t tell whether it is secure or not.
  6. Currently, we are using Basque for Iberians. I think this is a great improvement over using Spanish, but I also think that we should take this a bit further. In this sense, I would like to propose the following procedure to determine the native, specific name of an Iberian entity: If this word is known in Iberian language, use it. If this word is known in Celtiberian language, use it. Celtiberian is a contemporaneous, neighbour language of Iberian, spoken in the center of the Iberian Peninsula. If this word is known in Aquitanian language, use it. Aquitanian is a contemporaneous, neightbour language of Iberian, spoken in the north-east of the Iberian Peninsula. It is also the ancestor of Basque. If this word is known in Proto-Basque, use it. Proto-Basque is a reconstructed ancestor of the Basque language prior to the Roman conquest. If this word is known in Basque, use it. If there are several synonyms you can use, give preference to non-Latin-based words, and among those, choose the ones that are the most common closer to the south-east (where Iberian was originally spoken).Most words will come from Basque anyway, but following these steps we can have some more ancient words that are either Iberian or closer to Iberian than a Basque word. So, based on that process, I propose the following changes: Iltiŕ for the Civic Center. Iberian word for “city” or “town”. There is also iltun, but we only need one word, and the less ASCII the better Aŕs for the Fortress. Iberian word for “city” or “castle”. Also, the current word, Castro, means “hill fort”, which as far as I know was not something Iberians did.Andere for a Woman. Aquitanian word for “woman”.Organa for Trader. Proto-Basque word for “cart”.Zezen for Revered Monument. Proto-Basque word for “bull”.Sources: Wikipedia.
  7. http://www.forvo.com/license/ says http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_GB So, it’s not a free (as in freedom) license, as the NC clause is evil.
  8. Does this always happen, or it happened to you only once? Maybe you could provide the log games after this happens, although I would also look for the RAM usage while playing (maybe when it’s too much your system automatically logs out). See http://trac.wildfiregames.com/wiki/GameDataPaths to find the logs.
  9. Actually, we might want to use a different sound depending on the civilization, don’t we? And the same might apply to the city bell. Even if it turns out that a bell and a horn are compatible with every 0 A.D. civilization, modders might want to be able to define civilization-specific sounds for this.
  10. I’ve proceed to report it: http://trac.wildfiregames.com/ticket/2184
  11. Arch Linux? Not much after it is released, that is for sure.
  12. It's a mod team, their forums are here: http://www.wildfiregames.com/forum/index.php?showforum=297
  13. The RGB thing should be easy to fix. Just a bash script that finds PNG files, and runs the convert command (Image Magick) like “convert image.png -o image.png”.
  14. I would agree, although I'm not sure if we should not wait until the internationalization actually reaches the game. It's not just opening a forum, I would also need to write in the wiki extensive documentation both for developers and translators, and link it from some kind of sticky topic. And writing that documentation does not make sense in the first place if the internationalization is not in place, as the underlyign system may change when the development team reviews my patch.
  15. I always recommend working offline. Offline editors for the win!
  16. If you do not plan to create a merge request with that code, you can use “git pull origin i18n-gallaecio”. To revert your local changes, “git checkout -- <modified file or folder>”. By the way, congratulations — Impresive progress. Now that MIchael has updated the quotes, as soon as the official Git repository of 0 A.D. is updated, I will rebase and we are on to reach 100% in translations
  17. gameboy, as far as I know the issue you face is pathfinding, not the AI.
  18. GIMP supports layers, but I’m not so sure about effects and filters that automatically affect those layers. But I know for sure that we can write GIMP scripts that, given a text, apply the effects and filters required, so in the end we get the same (using free software). About the tickets, I do not have SVN write access. I can fix some of them (those that affect translations) in my internationalization branch, and get them merged in master along with the rest of my changes. Other issues, such as the classes issues that you reported, should not be included in the internationalization branch, as the internationalization does not currently extend to classes (this I plan to do after reworking the class system presentation itself).
  19. http://shadosk.deviantart.com/art/Hanging-Gardens-of-Babylon-402346009 Looks awesome!
  20. I do not have the sources of the images yet. I’ve created Galician images for those, but they are basically horrible. As you can see, in the topic where I ask about it, I only get to know which font they use, but nothing else. I’m hoping that once the internationalization patch is in master I can get more detailed information, and hopefully write a GIMP script that autogenerates the effects when provided with a simple, two-color image (Wesnoth has a similiar thing for their new maps, and it certainly makes translator’s life much easier). I’ve applied the Lioness change to the internationalization branch. I will review the rest of your tickets as well, and apply the to the internationalization branch too (if they fix them for Alpha 15, there should be no conflicts with this branch anyway). As in English there is such a word (lioness), I think changing the sources is the right approach here. However, it might happen in the future that two entities must have the same name in English but different name in other languages. I prefer not to deal with this until we actually have to, but it would be possible (replacing itstool with a Python script and using context for every entity PO entry, for example).
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