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Posts posted by fcxSanya
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As said in the ticket linked in the first post (#2043), these W# keys are SDL1.2-specific and aren't present in SDL2. And Alpha 19 is linked with SDL2.Is this supposed to work in 0.19?
There should be some other (presumably better) way to define these shortcuts with SDL2.
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@niektb, both han_china.zip in the first post here and han_china.1.zip on moddb has 'Colour' in them.
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@niektb, @Stan, you just need to replace Colour -> Color in both RMS files (setWaterColour in loess_plateau.js, setSunColour in gobi_desert.js).
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Based on the currently provided facts I would guess that Ctrl + Num is bound to some desktop environment/graphical shell (GNOME, Unity etc.) and SDL2 respects such system bindings more than SDL1.2 (used in A18 package) did.
@frita, please check whether Ctrl + Num allows to switch tab in Firefox/Chrome (someone reported a possible related issue with cinnamon here: http://askubuntu.com/questions/554597/bind-the-ctrl-number-keys-to-firefox-in-ubuntu).
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Yes, you can download previous releases here: http://releases.wildfiregames.com/ , in particular the torrent download link for Windows version of Alpha 18 is 0ad-0.0.18-alpha-win32.exe.torrentCan I download an older version to play with?
As far as I can see it's included in the crashlog.txtYes, but before, You go... You can provide your system info, like OS , etc.
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Glad to hear it turned out so well =)I managed to contact Roland Seidel, the author of the initially posted image, and he was able to send me a high-res picture, yay!
You are welcomeThanks!!!!!
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I think you can start from uploading them into this topic. If there will be a significant amount of posts, they can be split/moved into a subforum.Since the games are recorded, can we have a forum to upload/download games?
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You can subscribe to an Atom feed of commits in a specific branch, you probably should be mostly interested only in master: https://github.com/0ADMods/millenniumad/commits/master.atomBy the way, is there a way to be notified of every commit to the GitHub repository?
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Can you please also attach the map itself?OK, here´s the attachment...
To do this:
1. go to your data location (see GameDataPaths)
2. find your map (it should be in mods\user\maps\scenarios )
3. add both files (pmp and xml) into an archive (I believe the forum allows to attach at least zip files)
4. attach it in the same way as image here
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@Salvador79,
Google image search doesn't find anything in higher resolution than 585 × 329 (the same as originally posted by Germanic_celt79). The image seems to be originating from this page: Im Banne des Donnersbergs and it's attributed there as "Foto: Roland Seidel/Landesarchäologie Speyer". You can try to contact this person/organisation and ask whether they have/can render a more hi-res version. This may give you exactly what you want or may give no results at all.Have you got a version of the file "The front view of an oppidum. The Murus Gallicus wall is easily visible along with longhouse with wooden roofs" in higher resolution than the one posted?
What Stan proposes is an alternative solution, it surely won't look exactly the same as the orignal render, but you have a lot of flexibility in this case: you can render in any resolution you want, you can use any models, adjust their positions, camera angle etc.
In this case you need to:
1. open Atlas (scenario editor), either via the "Map Editor" shortcut or from in-game menu (Tools & Options -> Scenario Editor)
2. either use the default empty map (should be more suitable if you want Stan to reproduce the same scene in Blender later) or load an existing one (might be better if you want to make the final image in Atlas).
3. place some objects:
(see Atlas Manual for instructions)
4. either make the final screenshot yourself (via Menu -> Misc hacks -> Screenshot/Big screenshot) or share preview (screenshot)/map itself with Stan.
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Hm, I planned to comment on this in May, but it stuck in bookmarks.
Sorry, off topic - that is interesting news to me. I bet it has probably has been that way for years Just out of curiosity does anyone remember why the departure was made from XML? I'm assuming there was a logical reason why...Templates are indeed in XML. Technologies are in .json
But since I don't see an answer in the subsequent posts from a glance (they all seem to be related to the original topic), I will comment now.
I believe we are using JSON when data is loaded directly by scripts, and XML when data is loaded by engine (it can be exposed to script too in this case).
http://trac.wildfiregames.com/wiki/JSON contains some additional info.
Some of the files mentioned in the wiki page were introduced in 2010-2011:I bet it has probably has been that way for years
http://trac.wildfiregames.com/changeset/8498/ps/trunk/binaries/data/mods/public/simulation/data
Timestamp: Oct 30, 2010 1:27:23 PM
http://trac.wildfiregames.com/changeset/8494/ps/trunk/binaries/data/mods/public/civs
Timestamp: Oct 30, 2010 4:02:42 AM
http://trac.wildfiregames.com/changeset/8865/ps/trunk/binaries/data/mods/public/simulation/ai
Timestamp: Jan 12, 2011 12:29:00 PM
http://trac.wildfiregames.com/changeset/9096/ps/trunk/binaries/data/mods/public/maps/random
Timestamp: Mar 22, 2011 1:34:45 AM
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r16426 introduced it and it's still there.There is no "Human" class (yet?)
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It works fine for me. It may be something with your browser/firewall/network.
Can you try with another browser? Are you able to download other files from sourceforge?
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At least this part sounds like #3157 (Coordination of attack with an AI), which is available in dev (SVN) version and will be present in A19.An of curse sync with ally to war...
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It was merged into the main codebase: http://wildfiregames.com/forum/index.php?showtopic=19922The link https://github.com/na-Itms/0ad/tree/pathfinding is dead. What happened to the pathfinder rewriting?
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We don't use svn branching since it's inconvenient (I believe), there is only 'trunk' in the repo. People develop changes in their working copies and share/review in the form of patches.So, public svn repository miss branch with new path finder?
There is a github repository: https://github.com/0ad/0ad which is synchronized from the main svn repo, which can be cloned and used for development, but patches still have to be attached on Trac for review and committed into the svn repo to be integrated.
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Make sure that you have a couple of GBs of free space on drive C: even if you installing onto another one. Some people reported issues with this before.
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This is apparently caused by r16577, I also reported it in the related ticket: #1731#comment:7
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I created a ticket for this: #3192This is how the diplomacy window looks in Scottish Gaelic (gd), with civilization names and whatever is in the "Theirs" column.
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This is some university research project related to hidden transmission of textual data via multiplayer sessions of RTS games (0 A.D. is used as an example). There is a link to a related github repo in the video description and it in turn contains a link to the related paper: Games Without Frontiers: Investigating Video Games as a Covert Channel
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There is a fixed ticket with the same error message: #2332, you can check whether your error has the same source (which was the non-unique root identifier, given the commit description)."Model art/meshes/structural/zev_fpump is boned with unboned animation."
My first impression
in General Discussion
Posted
Displaying it for females was added only on November 30 (in r17335), 4 days after Alpha 19 release.