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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. I believe you both are right and that's how for example the summary page was originally (and still is) done: summary.xml?rev=15927#L121 there is a 'repeat' element, which contains layout which will be repeated "count" times; in each copy "n" in element names is replaced with the counter index (so all elements are accessible in JS, see e.g. summary.js?rev=15927#L667 )
  2. There is an old discussion from IRC ( http://irclogs.wildfiregames.com/2012-08-28-QuakeNet-%230ad-dev.log ), where feasibility of standalone server is discussed, I believe it's still relevant:
  3. На данный момент система интернационализации находится в разработке, потому для использования локализованной версии игру прийдётся скомпилировать. Я писал инструкцию по тестированию русской локализации некоторое время назад: https://www.transifex.com/projects/p/0ad/language/ru/discussion/37989/ , она уже несколько устарела: * репозиторий/ветка сменились на https://github.com/leper/0ad/commits/i18n * язык уже можно переключать в меню (в инструкции я менял системную локаль) Поддержку интернационализации планируется включить в Alpha 16, которая будет выпущена в конце марта - начале апреля. Тогда будет достаточно добавить файл перевода и заменить шрифты. ---- Currently the internationalization system is in development, so to use the localized version of the game, one must complile it himself. I wrote instructions for Russian localization testing some time ago: https://www.transifex.com/projects/p/0ad/language/ru/discussion/37989/ , it's a bit outdated now: * repository/branch were changed to https://github.com/leper/0ad/commits/i18n * language can be selected via menu (in the instructions I changed the system locale) Internationalization support is planned to be included into Alpha 16, which will be released at the end of March or start of April. Then it would be enough to add the translation file and replace the fonts.
  4. As far I as understand all development is happening in the leper's repository now, so that's what we should use. But it can be useful to checkout older commits (via 'git checkout <commit-hash>' or via git-bisect) to find the last working revision.
  5. I believe I had the same issue (I can't say for sure because I'm on another computer now, but I recall that the segfault was in a 'translate' function too) when I tried to run https://github.com/leper/0ad/tree/i18n with Russian localization on Ubuntu 12.04 a few days ago. It worked fine with the English locale though. Also I was able to run an older version of the branch from the Gallaecio's repo with the Russian locale as I reported before.
  6. Did you try this before or after this announcement: https://www.transifex.com/projects/p/0ad/announcement/40742/ ?
  7. I successfully built it on Ubuntu 12.04 a month ago (not sure if something has changed since then) and wrote an instruction (on Russian) here: https://www.transifex.com/projects/p/0ad/language/ru/discussion/37989/ . I installed two additional packages: scons and libicu-dev and then followed the regular build instructions: http://trac.wildfiregames.com/wiki/BuildInstructions .
  8. Philip did some experiments for gamepad support a long time ago: r8844, but I'm not sure whether that part of code still works.
  9. You probably can implement this in a similar way to the population bonuses, which you already discovered. You can see how the population is handled in Player component and entity limits in EntityLimits component
  10. Another alternative can be the airbrush-like behaviour (where the brush generates entities with a constant speed independently of what is already 'painted' in the same area), it sounds simple to implement and would allow the variable density (with smooth density changes) forests to be 'painted' without changing the brush settings.
  11. How does this help with a slow connection? As far as I can see, there is no AJAX functionality for spoilers so everything under them (including images) is loaded on initial page loading. It is just hidden, so this allows to scroll less etc. but doesn't save traffic or speed up the page load time. Or am I missing something?
  12. Did you try solutions from this page, in particular "Setting the Framerate Cap" one? It is usually quoted on the forums/blogs as the answer to overheating issue, not sure how much it actually helps though.
  13. As far as I understand, you need to put your image into art/textures/ui/session/icons/mappreview/ and refer to it in the "Preview" setting in the map XML file. See e.g. how it is done in this commit.
  14. If you will click 'More Reply Options', there will be 'Attach Files' panel. Screenshot shows that textures are not displayed at all. Maybe you can try to run the game with Nouveau?
  15. Did you run 0 A.D. on other operating systems on the same hardware? Can you please attach a screenshot of the running game?
  16. Sounds like graphics driver issues. What graphics card/drivers do you have?
  17. City where I was born and currently live, Novocherkassk, has not so long history; as stated in the linked Wikipedia article, it "was founded in 1805 by Matvei Platov, as the administrative center of the Don Host Oblast, when the inhabitants of the stanitsa of Cherkassk were compelled to leave their abodes on the banks of the Don on account of the frequent floods." But not too far from here lies the archaeological site of city of Tanais, which history fits into (or rather starts in) 0 A.D. timeframe: "founded late in the 3rd century BC, by merchant adventurers from Miletus, Tanais quickly developed into an emporium at the farthest northeastern extension of the Hellenic cultural sphere.":
  18. They are 3 images indeed, see art/textures/ui/pregame/backgrounds. Logic is implemented in scrollBackgrounds function from gui/pregame/mainmenu.js. There is also corresponding XML layout in gui/pregame/mainmenu.xml and sprites in gui/pregame/sprites.xml
  19. This happens from time to time. There should be 'update' menu item available now for your working copy, use it to proceed download. If there is no 'update' then use 'checkout' again.
  20. Your link has dots in the middle and therefore is broken, it should be:
  21. FeXoR is actually Triplicarius currently, check out his forum rank. This is unusual to use ranks instead of nicknames on these forums, but why not?
  22. I quoted this to Philip on IRC/via email.
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