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historic_bruno

WFG Programming Team
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Everything posted by historic_bruno

  1. Apologies, I failed to test a recent commit on VS2013 (which we still technically support). But Angen is right, it will be VS2015 only as of alpha 24. Still my bad though. Ticket: #5539
  2. I've used it when contributing to a few projects, and it seems pretty good. Our Evil Twin uses it. I wonder if it would duplicate most of what we have on Phabricator though? It seems overkill to have both, unless we only use gitlab as a git server (not sure what the advantage of that is).
  3. Not every project uses GitHub. It's quite common for FOSS to have GitHub read-only mirrors for visibility, but direct users to a self-hosted platform for reporting errors and submitting patches. IMO we should only accept GitHub PRs if we're actively using GitHub. I personally wouldn't want to use GH as a main development hub, since it's controlled by a private company and they could change policies at any time. I like having it as a mirror for reference and for people who are used to GitHub UI, but I like the advantages of having our own main Git repo. The GH mirror is OK until that time comes. Git on the other hand, is something I fully support and have since the topic first arose. In fact, we're supposed to be transitioned to git by now. I don't agree that "SVN is ok", it's a development choke point when we're juggling multiple features and bug fixes at once, that all have to be resolved to SVN. Also, I want a stable branch (where well-tested and reviewed code goes, that always compiles and runs with minimal regressions) and a less stable master branch (might or might not compile and run well at any given time), in addition to feature branches which can be integrated with CI, to make it easier for devs to test eachother's changes and thus, being more efficient to review.
  4. You have access to the following functions in JS (see JSInterface_ConfigDB.cpp): bool Engine.ConfigDB_HasChanges(namespace) bool Engine.ConfigDB_SetChanges(namespace, bool) string Engine.ConfigDB_GetValue(namespace, key) bool Engine.ConfigDB_CreateValue(namespace, key, value) bool Engine.ConfigDB_RemoveValue(namespace, key) bool Engine.ConfigDB_WriteFile(namespace, path) bool Engine.ConfigDB_WriteValueToFile(namespace, key, value, path) bool Engine.ConfigDB_SetFile(namespace, path) bool Engine.ConfigDB_Reload(namespace) For namespace, I guess "mod" is most appropriate. I think you could check if your new hotkey(s) are set yet in mod.cfg (mod namespace) and if not, set the defaults. Also check out the options GUI implementation. Note: this isn't ideal -- each mod should have its own separate config.
  5. If anything I would say garrisoned melee units should add significantly less ranged defense(arrows) compared to garrisoned ranged units, but it's not unreasonable for them to add at least some capability there (even throwing boulders, dumping pitch, etc. a short distance, basically the "murder holes" tech of AoK). But they won't magically become sharp shooters. At least conceptually it makes sense, but it might "feel" differently in games. Conversely, melee units should add more loyalty than ranged units, but even a building held by archers would have some inherent "loyalty", only they aren't as effective at close range. I think you're already making that point, in which case I fully agree :-)
  6. I remember there was a config file that macOS users had and shared among themselves back in the day. You might try reaching out to them, either here, in the lobby, or on IRC #0ad-dev. Same with AZERTY keyboards and probably others. I wouldn't be averse to including several default hotkey configurations for different systems (in fact, it was always my goal to have "hotkey sets", for different keyboard layouts and such which could ideally be switched via in-game menus).
  7. For what it's worth, I'm enrolled in the dev program now. I'm not sure that getting on the App Store is feasible yet, if it ever will be. But I see no problem with signing our bundles.
  8. Addendum: I was reminded that Control is also used for game session hotkeys. So those need to be re-assigned if you use this option. Super key is one recommended alternative. See HotKeys and default.cfg You would want to copy any of the relevant hotkey lines in default.cfg to user.cfg (as described above) and save the file, before starting the game.
  9. Hi, you need to enable "Emulate right-click with Ctrl+Click on Mac mice" in your configuration file. This option isn't exposed in the game options UI (yet). So, you have to edit the config file, I recommend this: Open Terminal (Spotlight > Terminal), run this command: nano ~/Library/Application\ Support/0ad/config/user.cfg At the end of the file, add this on a separate line: macmouse = true Save with Control+O, Return Exit with Control+X The reason for this option is that the behavior isn't desirable for all users (notably those who have a two button mouse). I'll make a note of this, we should have the option in the UI for macOS users. EDIT: ticket for the issue: #5523 You can find out more about settings and config files here.
  10. Maybe you could try connecting over a VPN? Some of them allow port forwarding as well.
  11. Hi, it would still be nice to know about your system. If you can, attach the system_info.txt from the game's log folder. Perhaps this is a bug we can fix.
  12. Indeed! They are planned, along with a few other water improvements: #48
  13. Given those sorts of performances, I'm not sure that we miss much. Maybe some technical skill, but technical skill isn't everything. I don't see WFG members constantly trolling other projects. Am I wrong?
  14. I personally wouldn't want to collect email addresses. We could do something like providing a "recovery code" that you would have to make note of, and then could be used to delete or reset your account.
  15. I would suggest looking at how hotkey.selection.idleunit is implemented. First you need to add the hotkey definition to default.cfg. Then you would implement something like findIdleUnit in binaries/data/mods/public/gui/session/input.js. Here are a few tickets covering this feature: #1899, #1492. You might be able to reuse some or all of those patches.
  16. Hi, you can try a.) uninstalling the game (either through the start menu or "Add or Remove Programs"), and then b.) delete the "0ad" folder in "Documents\My Games\". Then reinstall the latest (0.0.23b) version. If that doesn't work, which mod/mods are you downloading?
  17. OK, let's fix #5513 and see if that solves your problem too.
  18. To verify: it's the same problem in windowed mode, that you saw in full screen mode after walking away for 5-10 minutes?
  19. The easy way: open a session GUI .js or .xml file in a text editor while the game is running, change something, undo, then save it again. The save will force it to hotload. (Doing this in fullscreen without alt-tab would require a multi-monitor setup though...)
  20. Possibly this? https://trac.wildfiregames.com/ticket/5513 Maybe something on your computer is causing the files to hotload while you're away (I don't know what, antivirus or something?) Try hotloading a file while the game is paused and see if the behavior is the same (as reported in #5513).
  21. I'll keep investigating, but I can't reproduce this either on the first try. I started the game, paused it, and walked away for several hours. When I returned, it unpaused as expected. In the meantime, I suggest creating a Trac ticket for this.
  22. I wonder if you have some settings in Windows that take effect after ~5 minutes. Screensaver, lock screen, monitor off, anything like that?
  23. Hi, I'm unable to reproduce this problem. My steps: Install (old) 0 A.D. 0.0.23-alpha on Windows 10. Run game, observe it's old version. Open multiplayer lobby, observe the old warning message, lack of players. Close game. Install new 0 A.D. 0.0.23b-alpha (uninstalls old version first) Run game, observe it's the new version. Open multiplayer lobby, observe it's full of players. My suggestion was to try wiping out the user.cfg file, but that didn't seem to help either, and this seems to be a different problem anyway. I feel like the installer is being incorrectly downloaded or confused during the install process (or else the game is somehow installed in multiple locations at once).
  24. Hey folks! I haven't been active here lately, well, since about 3 years now. So some of you will remember me, but there are a lot of new faces I'm sure. It's time for a re-introduction! My name is Ben (aka historic_bruno) and I started with 0 A.D. in fall 2010, because I was bored and wanted to join a fun project. Something bigger than myself. 0 A.D. was first alphabetically on Wikipedia's list of open source games, so I clicked it and fell in love. I mean, I always loved history and Age of Empires. And I always loved programming, so it was a match made in heaven. I started looking at the code, adding a few small features or bug fixes here and there. Started hanging out in IRC and on the forums. It was my first time contributing to an open source project, and really the largest software project I had worked on at the time (right out of college - I had a degree in computer engineering). It kinda came along at the perfect time for me, where I was in my life, not happy with what I had been doing. 0 A.D. gave me a new direction and fresh perspective. Before long, I was working on bigger changes to things like the random map generator, game setup UI, and Atlas, and they invited me to join the dev team! I was incredibly excited to be a part of such a great team. From there, I learned so much about software development from folks like Philip and all the other devs. Eventually I had so many things going on in my life, that I couldn't spend so much time in IRC, and even following the daily logs became too much (for a while 0 A.D. was like a full time job for me). And then I found it hard to keep up with Trac, so I stepped away. But I never intended it to be for years! IMO, 0 A.D. is one of the finest, if not *the* finest open source 3D game out there. Art, music, graphics, and everything is top notch. I've always been proud of our releases, each one an improvement on the last, and even though we may be slower paced than some big studios, there is a lot of passion that goes into 0 A.D. It's kind of a gift to the world and to the FOSS movement in general, and that's a cool legacy for everyone who has contributed and followed along over the years. Anyway I'm glad to be back and can't wait to see what has been happening in my absence, and meet the new folks in this community! And most of all thanks to everyone who has been playing, testing, packaging, designing, creating, developing, and involved in whatever way to making 0 A.D. what it is :-)
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