Jump to content

historic_bruno

WFG Retired
  • Posts

    2.755
  • Joined

  • Last visited

  • Days Won

    47

Posts posted by historic_bruno

  1. 13 hours ago, gameboy said:

    @Angen Instead of a post-processing option causing a crash, I'm going to compile using VS2015.

    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

    • Like 1
    • Thanks 1
  2. On 7/20/2019 at 2:08 AM, Andrettin said:

    Well, yes, but by making contributing less convenient (e.g. by not taking GitHub pull requests) then you turn away potential contributors.

    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.

    • Like 5
  3. 7 hours ago, Nescio said:

    Yeah, but that file is outside the public/ folder, so I'm not sure how that could be done with a mod?

    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.

    • Like 3
  4. 4 hours ago, Thorfinn the Shallow Minded said:

    As the current system works, if a unit garrisons in a building, that structure regenerates loyalty and, if it is a defensive one, they add to the arrow count.  Personally, I would prefer it if melee and ranged units offered distinct functions for garrisoning.  Ranged units could add arrows, but not contribute much to the loyalty, and melee units would only provide a substantial boost to loyalty.  I think that this approach would make defending and attacking buildings more nuanced since one kind of unit would be good as anti-personnel at the cost of keeping it vulnerable to capture if there would be a substantial enough force present.  Melee units might make the building resistant to capture, but occasional sorties would be necessary to mount if the player wants the structure to stay up from direct attacks.

    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 :-)

  5. 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).

    • Like 1
  6. On 6/4/2019 at 12:28 PM, wraitii said:

    I don't believe 0 A.D. is signed with a developer ID, so that sounds like the old "right-click > Open" process would still work for us.

    We might at some point consider enrolling in the developer program (99$/y) and try getting signed, and I guess notarized. Would have to understand what this entails exactly, but we could distribute 0 A.D. on the Mac App Store which might give us an increased presence on Mac OS. Might also not.

    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.

    • Like 1
  7. On 7/16/2019 at 9:58 AM, jack P said:

    So I've just downloaded the game, it looks great, but I am unable to carry out any tasks at control + clicked does not register as a right click on the game.

    Any help? 

    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.

    • Like 1
  8. 4 hours ago, (-_-) said:

    > "actively help tear down"

    How? An independent group developing  a fork is doing that?

    I don't speak for others, but I needed map generation to not take an eternity. (which involves more research than anything else, and I am not willing to undertake such a large task for that to be stuck in the queue nobody gives a sh*t about.)

     

    Also, to avoid generalizing that earlier quote to all members who may or may not feel that way,

    > "<smiley`>    screw wfg"

    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?

  9. 21 hours ago, superburschi said:

    Now I just tried to login again, with the username and password which I filled in like an hour ago (they were still saved) and now the login worked. So maybe It was just a network issue.

    Since I don't know how your plans for the login are. Wouldn't a account with a email adress be worth a thought? This would make this whole discussion be useless, because I could just reset the password. 

    I don't want to critisize anythink, it is just a suggestion. :)

    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.

  10. 5 hours ago, Nescio said:

    There are many hotkeys already in game, probably more than a normal person can remember.

    However, I'd like to have one more: pressing `Home` to cycle through your centres. Any suggestions on how to implement that?

    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.

    • Like 1
  11. On 7/18/2019 at 6:50 AM, Tristao said:

    Hi

    
    I try to download the game but it tells me to uninstall and in the end I go to mod pages (I downloaded mod and start the errors)

    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?

  12. 1 hour ago, gameboy said:

    @historic_bruno I didn't do anything like this, I did a test for many times, when I press the pause button in the game menu to make the game suspension, this time the game is a full-screen mode, and then I leave the computer, go to the kitchen to eat, probably more than 10 minutes back in front of the computer, the screen is lit, display is still hold the picture of the game, and then I left click with the mouse game screen, the game does not continue, when I click on the game menu, there is no response, click on the mini map, also did not respond.  Please help me.

    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.

    • Like 1
  13. Hi, I'm unable to reproduce this problem.

    My steps:

    1. Install (old) 0 A.D. 0.0.23-alpha on Windows 10.
    2. Run game, observe it's old version.
    3. Open multiplayer lobby, observe the old warning message, lack of players.
    4. Close game.
    5. Install new 0 A.D. 0.0.23b-alpha  (uninstalls old version first)
    6. Run game, observe it's the new version.
    7. 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).

    • Like 3
×
×
  • Create New...