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Posts posted by fcxSanya
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7 hours ago, vladislavbelov said:
I think because of a different version of the gloox library, probably @fcxSanya might know.
I concur, we need 1.0.10+, see BuildInstructions:
Quotelibgloox (needed for the lobby; at least 1.0.10, previous versions are know to have connection problems; pass
--without-lobby
toupdate-workspaces.sh
to exclude the lobby)(actually it seems findPlugin method was introduced in 1.0.10, see gloox changelog, so previous versions not only have connection problems, but aren't compatible at all)
And Ubuntu Trusty has only 1.0.9: https://packages.ubuntu.com/trusty/libgloox-dev
I believe I used Trusty when working on #2305 , but I probably compiled a newer version of gloox from sources.
So either find (in ppa or somewhere) or compile gloox 1.0.10+ or build 0ad without lobby.
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On 8/3/2018 at 9:34 AM, fabio said:
As a clarification that mod is done by @fcxSanya.
It was started by me, but now it's a team work with @vladislavbelov: https://github.com/AlexanderOlkhovskiy/0ad-space/graphs/contributors and everyone else interested is welcome to join
12 hours ago, stanislas69 said:@fcxSanya If you have the rights over it maybe you could put it on modio ?
It should be legally clear (see license / sources / credits sections of readme) if that's what you mean under 'rights'
But we want to finish some things before packaging and distributing the first public version, see Milestones (without these changes it's a bit confusing what's available and what to do when playing the mod :))- 2
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On 6/16/2018 at 5:34 PM, Alexandermb said:
A page with some free textures for blender usage:
https://www.poliigon.com/search?is_free=true(a bit late reply, but better late than never)
Don't forget to check the specific license terms, since "free" often does not mean "without any limitations", in particular Poliigon's license explicitly forbids redistribution and usage in open source projects: https://help.poliigon.com/faq/license-faq- 4
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The AI is a dumb hard rock
(no offense, just a wordplay)- 2
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7 minutes ago, stanislas69 said:
@fcxSanya Were the files uploaded somewhere ?
I don't think I saw anything apart from the ship, which was smuggled into the game in r9959 . @wowgetoffyourcellphone may remember more details. Maybe something was committed into the art repo or somewhere?
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1 hour ago, coworotel said:
Does anyone have any information on this?
See this topic:
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1 hour ago, Angen said:
I am not sure if it is problem in original game, but here it is more noticeable, unit changes body and tail colour on promotion. I dont know if there can be anything done about it, but it is at least strange
I wonder if it just requires copying the cmpVisual.seed in cmpPromotion in the same way as it's done f.e. in cmpFoundation (and also keeping the actor variants consistent amongs ranks).
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A new theory:
There is a new mod on mod.io (https://0ad.mod.io/millenium-ad) which has modfile.metadata_blob = null unlike all the other mods (see json here: https://api.mod.io/v1/games/5/mods?api_key=23df258a71711ea6e4b50893acc1ba55)
There is a test with the same metadata_blob value (null) resulting in the same error ("metadata_blob not decoded as an object") here: https://github.com/0ad/0ad/blob/031d790ccff983ab7411178ba0afa75631d17f74/source/ps/tests/test_ModIo.h
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7 hours ago, jonbaer said:
I ended up w/ the following today while doing a fetch (from official alpha not SVN) ...
Probably mod.io API had some temporary issues and returned an unexpected non-JSON response body.
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There is a quite detailed instruction here: https://github.com/0ad/0ad/blob/master/source/tools/XpartaMuPP/README.md
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3 hours ago, stanislas69 said:
If you want to make that possible though, we would be happy to review a patch
We have a ticket with some considerations on the subject and some (somewhat aged) WIP patches by @elexis : #3556 (Dedicated server)
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On 5/20/2018 at 1:19 AM, elexis said:
Not sure if we can write a script to detect that. Some strings are used in GUI objects, others aren't.
We can compare tags in source / translated strings, I recall some translation tools giving warnings when they don't match (and in case of a custom script we of course can define yourselves what we consider a tag).
@Gallaecio or @GunChleoc may have some advice (having more experience with translation tools)
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Welcome to the forums and thanks for the report,
it was also mentioned here (as the second issue), so the topic contains some relevant discussion:- 1
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On 5/8/2018 at 9:57 PM, SirPope said:
Is it possible to auto spawn units yet? A giant spider nest that spawns weak fighter units would be neat to see.
On 5/9/2018 at 10:10 AM, (-_-) said:Depends on what context. If the nest is specific to a map, one can use a triggerscript to spawn units.
But it might be a bit tricky if the nest is a “building” constructed by the player.
On 5/9/2018 at 10:53 AM, elexis said:A triggerscript could also be added in the gamesetup stage. <...>
+1 for the triggerscript solution if it would be a map-specific feature. I concur it would be easier to have a single pre-created building of such type in this case.
On the other hand, if it would be a part of the faction's core mechanic, it should be more natural and convenient to implement it via a dedicated entity-level component, like aforementioned ProductionQueue.
On 5/9/2018 at 10:53 AM, elexis said:One problem with automated spawning is that one have to track the number of units spawned, otherwise it can easily become too many.
As an implemention hint: GarrisonHolder has an example of maintaining a collection of related entities.
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This should cause OOS in multiplayer games (and if doesn't, the hash calculation has to be modified to notice such changes).
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It wasn't me who wrote the instruction (which would be convenient to be linked to, btw, so other people would be in context: XpartaMuPP/README.md), but apparently it suggests you to:
1. select a directory, or use a default one if already set ("/opt/ejabberd-modules" in the example)
2. create "sources" subdirectory in it
3. copy mod_ipstamp directory in the "sources" subdir -
53 minutes ago, elexis said:
I've never seen two computers connected without a switch or router. Do you actually use an https://en.wikipedia.org/wiki/Ethernet_crossover_cable which seems to be needed for that?
I tested 0 A.D. host/join with my PC and laptop connected by a regular patch cable relying on automatic crossover and it worked fine.
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On 23/03/2018 at 11:18 PM, SGK7019 said:
I read it and found that my name, and the other Greek translators' names, are under "LangName": "Deutsch". I assume it shows the language above, right?
It has the following structure:
{ "List": [ { "name": "<...>" }, <...> ], "LangName": "<...>" }
Your name is listed for " \u0395\u03bb\u03bb\u03b7\u03bd\u03b9\u03ba\u03ac ", which is "Ελληνικά" (you can convert these characters using js snippet in your browser console or online converters, example: https://r12a.github.io/app-conversion/ )
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@SGK7019 you can link the aforementioned credits file , but note that:
1. the link may change if the file would be moved / renamed inside the repo
2. this is json with unicode characters escaped as \uXXXX, so it's not very convenient to read as isAlso you can link transifex pages:
1. Greek translation team: https://www.transifex.com/wildfire-games/teams/17418/el/ (or link to your profile, which lists the projects you are participating in)
2. the Greek translation itself: https://www.transifex.com/wildfire-games/0ad/language/el/
The project-related pages (unlike profile) require login to see (which is inconvenient if you are going to include them into your CV or something).- 1
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There is a "Scenario Design/Map making" subforum intended for sharing custom maps and discussing related questions: https://wildfiregames.com/forum/index.php?/forum/384-scenario-designmap-making/
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For managing the attacked units see defenseManager.js:checkEvents , for upgrade -- I don't see any code where Petra issues 'upgrade' commands (doesn't it upgrade towers?), but it should be possible do to in the same way as all other commands (see 'Engine.PostCommand' calls in common-api/entity.js , 'upgrade' command definition in Commands.js, and its usage in gui scripts).
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7 hours ago, mimesot said:
One further question. If I have an actor that has multiple visual representations that occur with specific frequencies when you place them (like it is the case with various stones and grass patches), how does the map file "remember", which one was chosen. I can't see my map pick a random kind of e.g. short cretan date palm each time I load it, fortunately.
I didn't check the code, but looking at the map xml I'm almost sure that the 'Actor' element with the 'seed' attribute are storing the selected variation, example:
<Entity uid="4347"> <Template>actor|props/flora/grass_field_parched_short.xml</Template> <Position x="1199.14869" z="103.9384"/> <Orientation y="2.35621"/> <Actor seed="62142"/> </Entity> <Entity uid="4348"> <Template>actor|props/flora/grass_field_parched_short.xml</Template> <Position x="1198.7306" z="61.08883"/> <Orientation y="2.35621"/> <Actor seed="14988"/> </Entity>
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Free Games and Offers
in Introductions & Off-Topic Discussion
Posted
Yeah, thanks, I liked the first one (never played online, but finished part of singleplayer campaign and played some skirmish matches with bots)