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  2. 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.
  3. or here https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/mod/gui/gui.rng
  4. Today
  5. 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.
  6. oh i see, i updated the wiki thx for that https://gitea.wildfiregames.com/0ad/0ad/wiki/Adding_font_support
  7. I didnt test either but seeing theres literally 0 use cases of it in 0 ad i'd say no lol.
  8. 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
  9. But does it work ? Cause I have not tested
  10. Yeah i was misunderstanding that this was something needed to be put somewhere for defining "lithos-regular-14" so that you can use it.
  11. You mean something like this: ./pyrogenesis /home/DR/Downloads/0ad/ModernGUI-master.zip This is the feedback: ./pyrogenesis: error while loading shared libraries: libmozjs128-release.so: cannot open shared object file: No such file or directory
  12. 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"
  13. It never takes too long with jc..
  14. 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.
  15. 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)
  16. Thanks, found it. But even if I am in that folder, and see pyrogenesis listed there, trying to use it gives me the error pyrogenesis: command not found If I just upload a .zip to mod.io, will it be possible to install it via the in-game mod manager regardless?
  17. I mean, seriously. it really sounds like you didn't follow this thread at all. Have a good day bud
  18. 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.
  19. this is not what i meant but i seem to have misunderstood something anyway.
  20. 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
  21. Would love to see an example because i can't find any on 0 a.d. gitea. And i hope we only have to define it once.
  22. Yes, the issue is that I cannot answer for the historical inconsistencies of the game or for the decisions made by the development team. I'm not even a member of the team. I'm just a civilian male ( just a joke ) I did not propose this change. However, I consider it a positive one, and I believe it aims to reflect what I already mentioned regarding agriculture. How many people do you think are actively working on this project? Many changes are proposed and driven by one or two individuals and later accepted by the team. Regarding Cleopatra, correct me if I’m wrong, but her reign was roughly around year 0 (there is no year 0, but you get the point). I’m not familiar enough with the exact temporal scope of the game to speak confidently about that. A quick online search places her reign between 51 and 30 BC. Either way, invoking a separate contradiction doesn’t really move this discussion forward. If this is an “insignificant change,” then it should not be a major issue either—unless it actually breaks something or has negative side effects (such as the lack of distinct voice lines). Some have argued that it adds clutter. But is that due to the lack of voice lines, or the models themselves? It could simply be a matter of personal preference. At this point, there’s not much more to add. What I questioned was the appeal to historical rigor taken to an extreme and that as this is a game "every change should affect gameplay". I believe that has been made quite clear.
  23. Nah you need to have to be added to the contributors group (This because we had a lot of defacing on Phab and Trac). Else you can just post a comment on the ticket and we'll see if it makes sense to close it.
  24. Usually styles.xml but some gui files have it inline iirc
  25. @trompetin17 "in your GUI XML" which file do you mean? and where do we need to place it?
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