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Posts
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9
Posts posted by Silier
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Following change may break some mods:
For security reasons planing to restrict access for ReadFile, ReadFileLines, WriteJSONFile, ReadJSONFile, ListDirectoryFiles, FileExists to the following folders/files:"gui, simulation, maps, campaigns, saves/campaigns, config/matchsettings.json, config/matchsettings.mp.json"
adding "moddata" if some mods need to access and ship custom files that don't fit into other locations mentioned above- 3
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there is over 20 places in code telling the configuration file along with the scope "user".
the "user" scope is bound by default to "config/user.cfg"
unless you would specify new configuration file for the scope, you will not read configuration from other file than default so setting file path in those functions is pointless and you lost access to stored configuration after restart
basically this https://code.wildfiregames.com/D4616 -
17 minutes ago, nani said:
https://github.com/nanihadesuka/autociv/search?q=ConfigDB_WriteFile
Use case: to save custom user config.
but you still use config/user.cfg, so it is okay if you would not be able to specify the path to file
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I don't think there is engine function supporting clickable text
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Congratulations
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Usually the signature for future alpha was changed close to the release but this time it was done at the start of the development cycle.
You can get mods manually from mod io.
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48 minutes ago, Tia said:
Hi, I use English.
what exactly is the locale of the language you have set
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@Stan` switch to en_ug or en_uz
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Hi, there is legend, sadly in your case it is over the tabs.
Do you have any mods? Which?
Also what is your monitor resolution
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Custom code to use images from game folder. That cannot be bypassed
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7 hours ago, Carltonus said:
Will this be patched in a future changeset? For beginners, since laymen don't know how to utilize the .pyromod extension.
Just drag pyromod over pyrogenesis.exe and then enable the mod
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Maybe it could be uploaded to modio if not already?
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Hi and thank you for the detailed feedback.
Just to answer several points about ai training or not training certain units. Currently how it works is that It has defined certain categories/classes and just picks unit with the best stats inside those.
For the placing of warehouse and barn, it tries to put them to the best spot taking to account all resources around, it doesn't place them specifically for wood e..g but for all wood, stone and metal. Also it does not know if there is hill, the resource map for ai is flat.
For food storage. It is just to place it in way so there will be space around for fields.
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If i am not mistaken if you put dependcy on 0ad it should sort itself correctly by itself
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Entity got destroyed/"went out of world" so position of it is null therefore error
Have fun
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On 24/07/2022 at 2:49 PM, Stan` said:
The error was still there, just not visible.
It wasn't.
It was introduced by rewriting the mod loading.
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And is being pinged anyway
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Its target in range check problem not Pathfinder.
Path was found correctly.
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No,
It is meant world population is devided among all active players equally and each player gets bonus according to civilization, team, tech, aura bonuses
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Terms display error
in Bug reports
Posted · Edited by Silier
WARNING: current language = en_UM WARNING: fallback language = en WARNING: index -1 WARNING: supported base names = ["en_US", "ab", "ach", "ady", "af", "ar", "ar_EG", "ar_IQ", "ar_SA", "ast", "az", "bar", "be", "bg", "bn", "br", "ca", "cs", "cy", "da", "de", "dv", "dz", "el", "en_GB", "eo", "es", "es_AR", "es_CL", "es_MX", "et", "eu", "fa", "fi", "fil", "fo", "fr", "fr_CA", "frp", "ga", "gd", "gl", "grc", "gu", "he", "hi", "hr", "hsb", "hu", "hy", "id", "is", "it", "ja", "jbo", "jv", "ka", "kk", "km", "kn", "ko", "krl", "ku", "kw", "ky", "la", "lb", "lo", "long", "lt", "lv", "lzh", "mk", "ml", "mn", "mr", "ms", "mt", "my", "nb", "ne", "nl", "nso", "oc", "or", "pa", "pl", "ps", "pt_BR", "pt_PT", "ro", "ru", "ru_UA", "sa", "sc", "sd", "si", "sk", "sl", "so", "sq", "sr", "su", "sv", "sw", "szl", "ta_IN", "te", "tg", "th", "tk", "tr", "tt", "uk", "ur", "uz", "vi", "xh", "zh", "zh_SG", "zh_TW"]
fallback language actually is not in supported base names, other language but the same issue
currentLocaleDict = Engine.GetFallbackToAvailableDictLocale(Engine.GetCurrentLocale());
baseNames = Engine.GetSupportedLocaleBaseNames();