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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. This page contains some relevant info. Things which you call "mechanics" can be mostly done in simulation scripts. Such modification with different settings/mechanics is essentially a different game on the same engine, in this case you can totally rework the 0 A.D. game (contained in the "public" mod), so your game will consist of the pyrogenesis engine + your mod (as opposed to pyrogenesis + 0 A.D. + modification on top of 0 A.D.).
  2. That page doesn't look much user-friendly indeed. Maybe this one: "VGA Driver ATI 8.513.0.0 96.0 MB 12/04/2008 Download VGA_ATI_M82XT_M86XT_8.513.0.0_5.0.50000.5_XP.zip" (http://global-download.acer.com/GDFiles/Driver/VGA/VGA_ATI_8.513.0.0_XPx86.zip?acerid=633639742613106656&Step1=NOTEBOOK&Step2=EXTENSA&Step3=EXTENSA%205630G&OS=ALL&LC=en&BC=ACER&SC=PA_7) if I don't mistaken it is the last one for ATI on Windows XP (looking to filename) listed on that page.
  3. This is partially because it is broken after the last forum upgrade: message on forum, trac ticket
  4. Then the next question: when images are generated? Is this process triggered manually? Edit: or they just created manually (as screenshots) and placed where game expects to find them?
  5. How it works: uses pregenerated preview images or generates them on the fly? One of the options is to show the preview on the separate tab. It has obvious drawback that you don't see everything at once (i.e. both players assignments and preview), but in this case preview will be as large as possible (so more details will be visible), and in case if current tab index will be saved when another map is selected (and it should as I think) you will be able to either to look at players settings (as you currently can) or to previews while iterating over maps list.
  6. Currently you can modify the interface in the same way as anything else inside the 'public' mod (see http://trac.wildfiregames.com/wiki/Modding_Guide and note http://trac.wildfiregames.com/wiki/Mod_Layout#gui)
  7. Looks like forum currently don't support IRC URL's so: [url="​irc://irc.quakenet.org/0ad"]#0ad on QuakeNet[/url] don't produce a link. I don't remember whether it worked before forum upgrade. Also there is some strange related behaviour with the WYSIWYG-editor. I can insert IRC link using "Link" button and selecting "other" protocol in the dialog, but link transforms into plain text after any action (preview or switching to non-WYSIWYG mode).
  8. We have the #0ad channel on QuakeNet (irc://irc.quakenet.org/0ad , looks like our forum software don't supports IRC URL's), there is always some developers/community members active and new users can easily access it via the "IRC" button on the 0 A.D.'s main menu, so they occasionally appear there too.
  9. Then we also need Oracle temple add-on to Civic Centre and science cart to detect them.
  10. For example this one: http://www.wildfiregames.com/forum/index.php?showtopic=16058entry240322
  11. Something is wrong with posts 'reputation': I click on 'vote this post up', it gets +1 to reputation, later I reopen the topic and the post is displayed with 0 reputation and I'm unable to vote again.
  12. bstempi looks like most relevant person to ask, but in his profile stated that he did not visited forum since May 17; I sent him PM. I'm not sure whether urls was changed, but you can try. I managed to find only few random forum pages on http://archive.org . What are you hope to find there? All those old avatars or just your one? Edit: IIRC you had have some yellow diamond-shaped TLA-related avatar, maybe this one?
  13. Answer to David: You did not stated what graphics card you have, but try to update your graphics drivers to the latest version. Here is stated that 98% of 0 A.D. users have that extension, so most likely drivers update should help.
  14. Another non-WYSIWYG editor issue: buttons and hotkeys don't work now: e.g. I need to manually write [b][/b] instead of hitting Ctrl+B on selected text and I need to manually write [url="..."]...[/url] instead of using the url button. Or I'm missing something?
  15. Other people reported this problem before Alpha 10, see this post.
  16. I can see forum groups and their members in the Members section: there is the 'Use advanced filters' button, which displays the corresponding area, which has a combobox for groups with 'Show All' default value: (I'm not sure that it is available to everyone though, since I tried to view it as not-logged-in user and got: [#10221] You do not have permission to view the member listing. You are not signed in Click here to log in. )
  17. As I understand it is when you queue some type of unit to continuous production, i.e. as soon as one unit is trained next one of the same type is queued. This is probably makes sense when you have strong economics, which don't require much attention and you want to concentrate on battle and have steady flow of cannon fodder. As an alternative you can wait some time to accumulate more resources and use batch-training.
  18. This also can go into the tooltip in some compact form, like 'Explore the map. If unit stance is aggressive also attack enemies in the field of view.'
  19. Maybe this can be implemented just as 'explore' command affected by the stance system. I.e. when unit is exploring and have 'ignore enemies' stance ('standground' or whatever it called) it is just exploring; but if it explore and have more aggressive stance it should try to kill all enemies which it see and then proceed exploring if survived.
  20. Can you provide a sample? I think this task can be successfully split into producing the video with separate text comments and recording the voice over. Maybe we can ask Venn to perform the second task when we will have a video or find another volunteer with good microphone and voice.
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