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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. I remember seeing only this one (from 2012-02-10-QuakeNet-#0ad-dev.log): Which is apparently quite old. But we can ask Philip for the latest version.
  2. Nice video. Display part of the forum's post reputation counter is broken, but if you would click on that "0" in the grey rectangle at the bottom right corner of your post you will see some likes Video thumbnail looks broken, it should be possible to select another one:
  3. Can someone with access to Admin Control Panel check this: (from here) Edit: Jason, I moved the markup in your message under a spoiler, hope you don't mind
  4. The same here. "Enable HTML" checkbox is missing. Maybe HTML-mode is disabled for this subforum?
  5. Localisation support isn't implemented yet. See #67.
  6. Check this topic: Isometric Camera Code, there is some settings and a screenshot in the 6th post. You can adjust settings yourself if you want something different. See how to change settings here.
  7. Yes, looks good for me. No problem with this. Someone else can record voice-overs, or maybe you will be able to do this later. First and more important task is creating videos themselves.
  8. Don't know whether you already spoke with Philip, but I just stumbled upon this reading old logs (this one to be more precise: 2012-05-24-QuakeNet-%230ad-dev.log): And if you already spoke with him or will in future, please post results here, so this topic will not have such uncertain end.
  9. See how they were disabled. You can remove "<RequiredTechnology>no_heroes</RequiredTechnology>" from those templates.
  10. I think it is ok to recheck things, especially when something is not totally clear. In this particular case we can add something like this into LICENSE.txt: /binaries/data/mods/public/fonts Files in this directory generated by fontbuilder2 tool (source/tools/fontbuilder2/) from fonts in binaries/data/tools/fontbuilder/fonts/ binaries/data/tools/fontbuilder/fonts/ Various - see LICENSE.txt within that directory
  11. Yes, you can do things by Pureon's scenario here. I also thought about how we are going to keep video(s) up-to-date. Maybe it can be split into small pieces, I imagine something like the black screen with a caption, e.g. 'Resource gathering' then a video fragment, then the next black screen with a caption and in the next fragment either the previous video can proceed or there can be a totally different map with a different civ etc. showing another feature. This way we can easily compose pieces into videos of any length, add new features to existing videos or replace parts if there was some significant changes.
  12. I don't remember whether this was already proposed to you, but some time ago we discussed a tutorial video. Later quantumstate and Pureon did some development on the tutorial scenario, but it a bit stuck due to lack of volunteers. So I think a video tutorial still can be useful. What do you think?
  13. No, there is no link since it was an email conversation with CGTextures' Marcel Vijfwinkel. I see you have a confirmation on Red Hat Bugzilla: https://bugzilla.redhat.com/show_bug.cgi?id=823102#c11 , so it should be ok now.
  14. Please do not create it, since 0 A.D. doesn't meet German Wikipedia notability rules. http://de.wikipedia.org/wiki/0_A.D. is even protected from creation due to repeating recreation. See the previous discussion here.
  15. No, nvtt is included in repositories starting from Ubuntu 12.04. But we ship it with our source code and shipped version is used by default, just run update-workspaces.sh without --with-system-nvtt flag.
  16. As a workaround to proceed playing on such buggy map you can open the developer overlay (Alt + D), mark there the "Control all units" checkbox and remove the treasure. Edit: and if AI will not reassign its workers to something else after this you will need to reassign them manually too.
  17. http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/302128: (bold highlight is mine)
  18. Sounds good for me. You can edit the first post in the topic, so it will be more easily available. Number of views includes views by the same people and this topic have 73 replies + original post (total 74 messages), so it can be just 2000 / 74 = 27 people reading all new messages on the forum.
  19. Will not this cause issues if/when you will publish your book later? I mean publishers can don't like that it is/was available on a public forum. I, for example, did not ask for the link, because I read in English very slowly (using dictionary time to time) and I doubt that I will be able to provide some useful feedback. But if it will be available here I will try to read some few pages Maybe there is more people like me visiting this thread.
  20. This should not be the problem, because of "big portion of space" and because there will be maximum one such building on the screen (and not in each game). The point of such special structure is that it should be impressive rather than optimized (in the contrary to e.g. house), so I think you should not save on polygons much. In any case it will not have much more polys than e.g. a patch of forest of the same obstruction size, will it?
  21. I like it, but currently it looks too strong/military for me, I think it would be better to make building more lightweight and make more emphasis on the flora, e.g. to remove some fortress details: merlons, arrowslit (not sure if it is correct terms, I marked them red on the attached image). Similar comment about the top floor (marked yellow) - too prominent non flora element, may be better to replace it completely with more trees/bushes on the previous floor. On the other hand it can work to make player colour more noticeable. From quick googling I found this: this looks more similar to a garden by proportion of stone/flora. I'm not saying that your model should follow the same concept, this is your vision of the wonder after all; I just posted my related thoughts.
  22. This is what in templates: template_unit_support_female_citizen.xml: <UnitMotion> <WalkSpeed>8.0</WalkSpeed> <Run> <Speed>16.0</Speed> <Range>200.0</Range> <RangeMin>0.0</RangeMin> </Run> </UnitMotion> mace_infantry_javelinist_b.xml <UnitMotion> <WalkSpeed>11.0</WalkSpeed> <Run> <Speed>20.0</Speed> </Run> </UnitMotion> And in the "MACEDONIANS CIVILISATION PROFILE" stated: (bold is mine)
  23. Most of items here are from the same seller: mediaplusmobile (but there are other sellers too). And he (it?) already have 9 negative comments in last 12 months, a couple of which are about 0 A.D.: But there is also 2581 positive comments, what outweigh negative comments count. Some of them about 0 A.D. too:
  24. Why I wrote this here (and why I hopefully will not be banned for spamming the forum ) is that eihrul contributed some graphic enhancements into 0 A.D. with his frankenpatch (see 9814, 11896) and also we are using his ENet library. On the subject: Lee "eihrul" Salzman is one of 5 finalists of "Gift a Rift" Contest. Vote itself is here. As I understand vote ends on "Saturday Sep 1, 2:00am EDT" so don't think too long! Surely it is not too polite to say "vote for <someone>" and everyone decides for himself anyway; it is just personally I know nothing about other 4 competitors, I looked quickly on their sites and wikipedia articles about some of them and it looks like all they are indie gamedev studios. I even don't know much about that Oculus Rift itself (but saw something in the media of course); so for me if is just a chance to support another free game developer, hence such topic. Some more info in the post on Free Gamer (where I found out about that competition). P.S.: I probably too tired now, looked at this post a number of times after writing it and each time noticed/fixed some errors. There is probably still some, sorry.
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