Jump to content

fcxSanya

WFG Retired
  • Posts

    1.083
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by fcxSanya

  1. 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:

    Quote

    libgloox (needed for the lobby; at least 1.0.10, previous versions are know to have connection problems; pass --without-lobby to update-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.

    • Like 2
    • Thanks 1
  2. 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 @vladislavbelovhttps://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 :))

    • Like 2
  3. 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

    • Like 4
    • Thanks 1
  4. 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).

  5. 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

    • Thanks 1
  6. 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) :)

    • Like 1
  7. 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.

  8. 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

  9. 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/ )

    • Like 1
  10. @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 is

    Also 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).

    • Like 1
  11. 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>

     

    • Thanks 1
×
×
  • Create New...