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Germans make me think of Chaos Marauders from Warhammer Fantasy
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How do I make new typefaces and fonts?
trompetin17 replied to Perzival12's topic in Game Modification
Sure i will provide the PR later , it is on my radar -
Ah maybe it's behind a paywall, I never checked, sorry. To get the files look at https://svn.wildfiregames.com/nightly-build/trunk/binaries/data/mods/public/l10n/ look for pot (po template) files.
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@trompetin17 how about, so no more changes needed <param name="pattern">([a-z]+)-(bold-|italic-)?(stroke-)?[0-9]{1,3}</param>
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0.28.3 Ptolemies Military Colony can build Civilians again
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Localization text file on specific language
CheckTester replied to CheckTester's topic in Help & Feedback
Thank you for the information. How to download the strings text file the transifex site ? I couldn't find ant corresponded button or link in the interface... @Stan`Could you please help ? Do you mean "Edit source" button ? As I understand this feature is available as only payable option in transifex account. I didn't found anything else. -
How do I make new typefaces and fonts?
trompetin17 replied to Perzival12's topic in Game Modification
or here https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/mod/gui/gui.rng -
that file is in the binaries/data/mods/mod/mod.zip file btw not in the usual binaries/data/public/public.zip where we mod. Just a heads up for people looking for it.
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How do I make new typefaces and fonts?
trompetin17 replied to Perzival12's topic in Game Modification
oh i see, i updated the wiki thx for that https://gitea.wildfiregames.com/0ad/0ad/wiki/Adding_font_support -
I didnt test either but seeing theres literally 0 use cases of it in 0 ad i'd say no lol.
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How do I make new typefaces and fonts?
trompetin17 replied to Perzival12's topic in Game Modification
Stan it doesnt wrok right because of this in rng file: a workaround is to copy and paste the gui.rng file inside "gui" folder and replace that line with <param name="pattern">(lithos|mono|sans)-(bold-|italic-)?(stroke-)?[0-9]{1,3}</param> while we create a PR that enable this support without this workaround -
But does it work ? Cause I have not tested
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Yeah i was misunderstanding that this was something needed to be put somewhere for defining "lithos-regular-14" so that you can use it.
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ShumoizolyaciyaDverejDob joined the community
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I don't know if that will make more clear or not: styles.xml files work a bit like CSS files. Let's consider this file to be mystyle.xml <?xml version="1.0" encoding="utf-8"?> <styles> <style name="TitleText" font="myfont-regular-14" textcolor="white" text_align="center" text_valign="center" /> </styles> for each gui page you need to include the style e.g mypage.xml <?xml version="1.0" encoding="utf-8"?> <page> <include>mystyle.xml</include> </page> Then you can reference it in stuff contained in that page e.g <?xml version="1.0" encoding="utf-8"?> <object name="pgToolTip" style="TitleText" type="text" size="100%-313 25 100% 200" /> or <?xml version="1.0" encoding="utf-8"?> <object type="text" name="campaignDesc" style="ModernLabelText" font="myfont-regular-14" size="10 10 100%-10 100%-10"> @trompetin17 unless I'm mistaken this does not exist: <text font="myfont-regular-14" /> and in config/mymod.cfg [fonts.myfont] regular = "DejaVuSansMono.ttf", "FreeMono.ttf"
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It never takes too long with jc..
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I’m talking about the topic in the title, referring to the impact of sound variety. There’s nothing confusing here. If you want, ask ChatGPT to explain in Spanish what I mean. Take care.
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Have you tried this instead: ./pyrogenesis .Also is that file executable ? chmod +x pyrogenesis && ./pyrogenesis Yes but, depending on the one who installs the mod, it might not work for them, because we haven't generated the cache files and compressed the textures and 3d models in that mod (if any)
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I mean, seriously. it really sounds like you didn't follow this thread at all. Have a good day bud
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ittihat_ve_terakki changed their profile photo
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Well then I guess it might have been more constructive to talk to them. Did they just wake up one morning thinking, “Hmm there’s a historical mistake here, let’s fix it” or was there another thought process behind it? Why was this historical “mistake” made in the first place and what was the thinking behind calling this unit “women”? That’s a different question altogether. If you happen to see this message, dear game gods, please reach out to me. Differentiating units in the game can contribute much more. When you click on a Forge, for example, you hear a different sound than when you click on a Storehouse and that’s excellent. Even clicking on different Forges, you can notice subtle variations among them. There are pitch differences, one might sound higher and another lower. That alone adds to the game. Birds, trees, the shimmering on the water, all of it reinforces the game.
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this is not what i meant but i seem to have misunderstood something anyway.
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Closing Old Issues
ShadowOfHassen replied to ShadowOfHassen's topic in Game Development & Technical Discussion
just @ me on the issue and I'll close it. -
How do I make new typefaces and fonts?
trompetin17 replied to Perzival12's topic in Game Modification
Well like stan said, we have the style.xml file concept so you can create your style file then include in your gui .xml file https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/gui/common/styles.xml#L12 https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/gui/common/styles.xml#L66 In 0.A.D we have the page concept where you can define what styles to use (you can examine all page_*): https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/gui/page_pregame.xml#L4 and after that the real GUI xml https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/gui/page_pregame.xml#L15 so when we define any element we use the xml tag "Object" + attrbiute "type" to define what object... and you can apply an style with attrbiute "style" https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/gui/page_pregame.xml#L15 or you can explicitly use the "font" attribute if you wan it. Let me know if that help you :). PD: you can test first adding the font you wanna test and replace/add the "font" tag in a particular object to see if that work, after that you can expand the idea with styles.xml and "style" attribute
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