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WFG Programming Team
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s0600204 last won the day on December 25 2014

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  1. s0600204

    icu and stdlib error (svn)

    And a phabricator revision with a potential fix: https://code.wildfiregames.com/D1582
  2. s0600204

    Ponies Ascendant Alpha 1.0

    It appears that when @stanislas69 created the repo (afresh, instead of forking from yours) under the 0ADMods group he didn't copy over the music tracks. So it's vanilla.
  3. s0600204

    Hyrule Conquest

    Using the version made available here as a starting point: To support the kokiri groves, put this file: core_hyrule.js in gui/reference/common/ (also adds support for the gamestart hero-selection techs). For the factions not loading in the Structure Tree when directly selected from the Game Setup or Civ Info pages, or by clicking the emblem in-session, @SirPope has it correct - you need to use the correct phase tech naming schema. Here's a patch: patch_phasetechs.diff (Also removes the athen-specific phase techs from the gerudo Oasis.) In addition, here's a further patch that corrects the civ-identifiers on various templates: patch_civcodes.diff. The four non-UTF8 characters the game complains about are in data/civs/kokiri.json - in the civ history, and the blurbs of heroes Saria and Mirora. Did someone copy-paste from M$ Word? And finally, if you're going to have *_packed and *_unpacked variants of a siege unit, both inheriting from a *_common template file, then place the default icon for the unit in the *_common file and place the icon you wish to use specifically for the unpacked/packed version in the relevant variant template. (Instead of having the same icon mentioned in both the *_packed and *_unpacked template files.) Edit to add: I might be wrong but the Kokiri civil-centre with the public-hanging and watch-tower upgrades has an incorrect prop added to the prop of the actor (the final result is visually identical to civil-centre with communal-home and watch-tower).
  4. s0600204

    Support of mod.io

    It does not. (I know because the Faction-Specific Resources mod is mine, so I've been through the mod.io process already). There will have been an option that allows you to save, but not go live. In the meantime, you can return to your mod's page (https://0ad.mod.io/siege) and select the tick icon in the toolbar (between the pencil and the archive-box icons) to hide it and make it non-live. Alternatively, if you want to stay live, go to your mod file's edit page (https://0ad.mod.io/siege/edit/files/163) and add {} into the "Metadata" box at the bottom. Your mod will still be publicly visible on mod.io, (it might even appear as an option in 0ad,) but it won't be downloadable and verifiable in-game until you get a valid signature from @Itms.
  5. Welcome to the forums! Could we ask you to start at the beginning, tell us where you've got the source from, and take us through the exact steps you've used to get to this point, please? (List the exact commands, any arguments you're passing to them, etc.) .karnorth { color: #880000; } .elexis { color: #888800; } .stan { color: #008800; } .imarok { color: #008888; } Relevant IRC Chat log excerpt: (http://irclogs.wildfiregames.com/2018-05/2018-05-22-QuakeNet-%230ad-dev.log)
  6. s0600204

    terra_magna warning messages appeared!

    Merged the two topics together, and relocated to the appropriate sub-forum. Also, removed the "glory" resource from all techs.
  7. s0600204

    Several errors when starting game

    Welcome to the 0 A.D.: Empires Ascendant forums! Please attach your error log (the file "interestinglog.html"), which can be found at: WIndows: C:\Users\{user}\AppData\Local\0ad\logs\ OSX: ~/Library/Application\ Support/0ad/logs/ Linux: ~/.config/0ad/logs/
  8. s0600204

    Overlapping text

    The unit/structure viewer (It is not an encyclopaedia. This ain't AOM.) text overlap can be fixed by https://code.wildfiregames.com/D844 . But yeah, the first one is the text being too long for the fixed-size element, as vladislav points out. See also ticket #5148 which suffers from the same problem elsewhere in the GUI.
  9. s0600204

    People are using wrong directory for mods

  10. s0600204

    People are using wrong directory for mods

    Well, I'd imagine the uninstall program will only remove stuff it expects to find there. Anything a user adds will probably not be removed. Tell him to: Uninstall 0ad, Delete the directory where 0ad was installed (C:\Users\{user}\AppData\Local\0 A.D. alpha), Delete everything in his cache folder (C:\Users\{user}\AppData\Local\0ad\cache\), Check the mod folder (C:\Users\{user}\Documents\My Games\0ad\mods): In this folder there should be a collection of other folders and nothing else. One of these folders should be named "public". This folder should be empty. Another of these folders should be called "user". This folder should either be empty or contain a subfolder called "maps". (This is where the game saves user-created maps.) All other folders should contain at most two files: either a .zip or a .pyromod file, and, optionally, a mod.json file. Then, once ready... Install 0ad. I realise it's still in English, but I've rephrased the relevant part of the wiki: https://trac.wildfiregames.com/wiki/Modding_Guide#Wherearethemods Is this any clearer? (Question to anyone who wishes to answer.)
  11. s0600204

    People are using wrong directory for mods

    @stanislas69 No, just use the .pyromod extension instead of .zip It could probably be made more explicit on the wiki. The "Modding Guide" page does currently state that "Typically mods are located in binaries/data/mods/" (which is correct - at least for mods distributed with the game), and then goes on to say "but you can also add them to the mods (data) directory" which is actually where we want third-party mods to be placed. This should probably be rewritten to make it clearer.
  12. s0600204

    People are using wrong directory for mods

    Frankly, I'm a little surprised he got that semi-working. But yes, that youtuber is demonstrating wrong. The place to install mods on OSX is "~/Library/Application Support/0ad/mods/{mod_name}/{mod_name.zip}". (I mean, if you're going to demonstrate something, it would be a good idea to make sure you're doing it correctly... You'd think the fact it doesn't show up in the mod selection screen would be indicative that he's done something wrong.) Anyway... Are you saying that your original "guy" has done something similar? (Also, where is he communicating with you?) (On Windows (Vista or newer), mods should be installed as: "C:\Users\{user}\Documents\My Games\0ad\mods\{mod_name}\{mod_name}.zip")
  13. s0600204

    People are using wrong directory for mods

    A mod written for A22 will certainly not work with A24. A mod written for A23 is very unlikely to work with A24. pyrogenesis probably should check that all enabled mods are (or at least claim to be) compatible every time it starts, but until someone writes code that does that...
  14. s0600204

    People are using wrong directory for mods

    Not really a bug, but expected behaviour. A mod created for A22 is not going to work with A23. Your user can either (any one of these should work): Run the program from the command line like so: "0ad -mod=mod", which will start 0ad in the mod-selector screen where they can disable the mod through the gui; or Find the file "user.cfg", and modify the line starting "mod.enabledmods" to remove the reference to delenda_est; or Remove the delenda_est folder manually from their system.
  15. s0600204

    icu and stdlib error (svn)

    Links to a couple of tickets that have been opened on the topic of the stdlib error: https://trac.wildfiregames.com/ticket/5152 https://trac.wildfiregames.com/ticket/5157 (Just to keep things cross-referenced, and people apprised.)