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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. (a bit late answer, but better late than never) I'm not sure whether an open-source game without plans to generate any income can be considered a startup, but in any case the linked page says "Your startup qualifies if it is less than 5 years old, is privately held, and earns less than $1M annually."; 0 A.D. is more than 5 years old (the project can be considered to be in development since 2001 or 2003 based on different considerations according to this page: https://play0ad.com/about/the-story-of-0-a-d/) and Wildfire Games is not a private held company; the last requirement is satisfied, but it's joined by 'and' with the other two, so it doesn't help.
  2. Hello, "Testing translations" section of "Localization" wiki page has some instructions. Note that the current version of localization is corresponding to the dev (SVN) version of the game. If your intention is to properly test the localization, you better to install the dev version (if you currently using a release one). If you want to play Alpha 19 with the latest Bulgarian translation, this should work too, but the translation will be partially incompatible (part of text will be untranslated and part of translation won't be used).
  3. The list of reachable/unreachable games may be useful by itself (to indicate the host status in the lobby games list), but to notify user about an issue with his host, bot can just send him a XMPP message. Also the game itself can send such a message when it fails to connect to someone. If we will use ICE for #2305 (UDP Hole Punching / NAT Traversal) (which is the current plan), then I think local ICE agent also can notify user when candidate negotiation with a peer fails (what itself should happen much more rarely than now).
  4. Hi and welcome to the forums I don't see reasons why it shouldn't. Guix 'complete list of the packages' doesn't seem to contain 0 A.D., so you have to build from source for now (and/or ask Guix packagers to make the package).
  5. Gui layout/scripts are here: gui During the game session the 'session' 'page' is active: gui/session (you may be in particular interested in 'session.js' there). Save dialog logic is here: gui/savedgames/save.js , Engine.SaveGame call is saving the file on the engine side.
  6. Interesting that we had a ticket for it: #1306 (Civ centers and initial units are created for unassigned player slots), but it was closed as duplicate of #1198 (Add "Skirmish" map type) (while it was only planned) based on the following considerations (from http://trac.wildfiregames.com/ticket/1306#comment:5) (bold highlighting is mine) But these unassigned slots-related changes weren't done in #1198, so I think we should reopen #1306. Update: I reopened the ticket
  7. There was the same problem reported here: Based on discussion in the linked topic please try: 1. windowed mode (Alt+Enter) 2. nohwcursor setting and please share your system_info.txt
  8. This is most likely the same driver issue as discussed here: "Try clicking fps overlay" as juanhm proposed in his post. You can lower AI Difficulty in Configure AI dialog.
  9. This is apparently intentional, since this unit doesn't have advanced/elite versions and promotion is explicitly disabled in the basic template. It might be explained by 'militia' status of the unit, but in this case it's inconsistent with his infantry colleague.
  10. Hi and welcome to the forums You can select 'Unassigned' option for the corresponding player slots, see "Player Placement" section of "Setting up a game" manual.
  11. Also make sure you have no mods enabled and no changes in your 'user' mod. Try to revert to r17653 (the revision before the last one modifying TerritoryDecay.js (see TerritoryDecay.js log))
  12. There is an old interview with Jonathan Waller (quantumstate) on aigamedev: http://aigamedev.com/open/interview/ai-in-0ad/ . It's almost 4 years old and describes qBot, which is no longer maintained, but Petra (the current 0 A.D. bot) is based on AegisBot which was based on qBot and the general AI architecture should be (mostly?) the same (in particular the AI architecture schema from the article: http://aigamedev.com/wp-content/blogs.dir/5/files/2012/05/Schema.png seems corresponding to what Georg said in the post above).
  13. Sorry for a bit late reply, I just reached this link in my 'list of items to look in some near time'. This is apparently a bug, since when playing as player 1 (Iberians) you are starting with a non-matching CC (Athenian), while other two players (Carthaginians and Gauls) have the corresponding starting CCs and can advance to the next phase using them. It might be a nice little feature for this map to restrict player from advancing to a next phase until he will 'migrate' to mainland (this already works this way for player 1 since when you build a new CC it matches your civ and the button is present in it), but it should be the same for all players and it may be better if the button will be disabled with proper tooltip rather than just missing (if this can be done using triggers in an elegant enough way).
  14. Is it possible with your mouse to enable "Secondary click" in system settings as stated here?
  15. I'm not sure what you are asking; there is a 'Teams locked' option in the match setup, are you talking about it? It doesn't work as you expect it to? How is this related to the trade bug (the topic of this forum thread)?
  16. https://community.invisionpower.com/blogs/entry/9737-ips-community-suite-41-preview-available/ says: So it probably should be possible to download something like 'retina emoticons pack' somewhere on the IPS site and upload it using the 'emoticon manager in the ACP'
  17. Apparently https://wildfiregames.com/forum/uploads/emoticons/happy@2x.png and other *@2x images from srcset tag which are used on screens with higher pixel density (or whatever it's called, see a demo and explanation here: https://webkit.org/demos/srcset/) are missing.
  18. If you both are behind the same router, you should be able to join directly by host's LAN IP (usually it looks like 192.168.X.X in ifconfig / ipconfig) using Multiplayer -> Join Game dialog in the main menu (when hosting either from lobby or Multiplayer -> Host Game). #2305 (NAT Traversal) should improve this by automatically selecting proper endpoint pairs.
  19. When trying to download a file when being logged out, the following page is displayed: ("The page you are trying to access is not available for your account. Error code: 2C171/1") Examples: * millenniumad.zip from https://wildfiregames.com/forum/index.php?/topic/20366-millennium-ad-ashmen-19-now-available/ * GoldenIsland.zip from https://wildfiregames.com/forum/index.php?/topic/20375-skirmish-golden-island-2/ (I think it's the same for other files too) Was it the same in the previous forum version or it was possible to download files without login? (I think it was possible, but I'm not sure since I was usually logged in)
  20. The technical reason for this issue is known and it will be fixed in Alpha 20, which is planned to be released in February.
  21. Hi and welcome to the forums! There is no proper host-only version of the game yet. scythetwirler made Autohost Bot ("but currently the code is experimental, rather messy (and a hackjob)") and there is a ticket (#3556 Dedicated server) with a work-in-progress patch. Also #2305 UDP Hole Punching / NAT Traversal should allow more people to host themselves when it will be done, so there will be less demand for separate hosting (adding one more node (dedicated host) generally should increase network delay, so it's better when one of the players is able to host).
  22. This doesn't seem to be very nice to other people though. To setup a private game it's better to host without lobby (Main menu -> Multiplayer -> Host Game) and give your friends IP to connect to (see Manual: Hosting a new game and the next subsection).
  23. Hi and welcome to the forums, if you are hosting via lobby, your friend has to join the lobby too, find your game in the servers list and join it there. You don't need to do anything inside the game to 'invite' him/her. Note though, that in order to host, UDP port 20595 on your computer should be accessible from the Internet (if your router supports UPnP, the game will do this automatically, otherwise you have to forward that port manually), or else no one will be able to join your game.
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