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Showing content with the highest reputation on 2014-06-18 in all areas

  1. Ah I understand Erik, I took an unannounced trip to Pennsylvania and was without internet for a month. Needless to say I had no way to tell you guys I was gone. Seeing you have a use for me now, I'd say I'm back into the Art department! I learned how to animate and everything!
    4 points
  2. As Sander said previously loading all files in a folder doesn't work with A16 (which you are using). activepause.js isn't found because it isn't in the mod directory but in a subdirectory and those paths are relative to the mod folder, so it should be "gui/session/activepause.js".
    2 points
  3. The hotkeys are loaded into session.xml, so it's normal that file fails. And you need to give the path relative to your mod main directory for the script, so probably "gui/session/hotkeys/activepause.js" or something. Also, I don't think script tags are valid inside object tags. The scripts are defined directly inside session.xml, which loads all "gui/session/*.js" files, so just placing your file there should be enough. EDIT: I thought you switched to SVN, though I shouldn't have suspected that given you still use the 0ad shell script.
    1 point
  4. No need to tourney to find bugs, just play the ladder. There are lots of good players out there, try to beat them and you'll find potential imbalance and stuff. As of right now the game is borderline unplayable in competitive settings.
    1 point
  5. Hi, I was wondering if it's planned to allow building in allies territory, that would be a neat feature. Keep up the good work! Your game is getting awesome
    1 point
  6. Your mod certainly doesn't get loaded, as your XML file is wrong. An XML file may only have one root node (in the case of included XML files, a root node with the name "object". If you want your script to be ran, place it in the session/ directory, and it will be loaded automatically. Anyway, my suspicion is that your "0ad" commands points to a shell script which doesn't pass on the arguments to pyrogenesis. Can you find out what "0ad" is on your system? "which 0ad" should tell you the complete path, after which you can open it. If you're not sure about the script, try with pyrogenesis directly.
    1 point
  7. Did you launch the mod (using the -mod=activepause argument)? Also you need to retain the same map structure as the public mod. Therefore you need to place your files in the same folder as the other hotkeys but in your own mod instead of the public mod.
    1 point
  8. Mods have to be in ~/.local/share/0ad/mods/ I think, but if you use SVN, you can also place them directly in binaries/data/mods/ under the directory you checked out. Keeps your work and the work you use for reference closer. There's no "on" and "off" for buttons. If you want to switch between two states, you need to keep a (possibly global) variable somewhere with the current state. You shouldn't have to create that directory. As I said, it's a new change, so you can only use it if you use the latest SVN checkout. If you're using the A16 release (which looks like it given the path), you'll have to edit the massively big gui/session/session.xml file. But that will cause conflicts with our future versions of the session.xml which are hard to maintain since the file is so big. That's the reason I split off certain parts of that file (s.a. the hotkeys). But it's only available in the development version now.
    1 point
  9. Great idea! That's fighting bugs literally. What about day one of feature freeze?
    1 point
  10. Seeing as you hadn't visited the forums for quite a while + said you were focusing on your modding I changed that. I can easily change you back though, if you consider yourself active again now?
    1 point
  11. lol I see I already have a retiree tag Here are some concept sketches, I raked in what references I could find. I found these neat spirally fluted columns too made it all fancy vellum too
    1 point
  12. I think I've just contributed with the Schwarzwald RMS.
    1 point
  13. And a reminder that only with walkable meshes will true bridges be possible for now they will be only a hack and that means an almost complete rewrite on the rendering pipeline not a trivial task so I don't see it happening for a long while. Enjoy the Choice
    1 point
  14. First, you give a name to the hotkey in the cfg file (as you'll find a lot of names in the default.cfg). Then you make sure the GUI listens to that hotkey by adding it as an object. If you're using SVN, I just split-off the hotkeys, see http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/session/hotkeys. Either add a file (that's better when you have a mod, the file will be automatically loaded, and when we change the hotkeys, the change will also go to your mod). Or modify a file (if you're wanting to get it into public, or make a total conversion mod, so not relying on public).
    1 point
  15. Buildable defences like: Spike-traps, Fire-pits, spike-walls to build infront your walls. I Think that adds another nice way off startegy to the game and building on special roadcrossings to harras the other player would be so mutch fun . A better way of showing the building tabs, like adding different tabs: CC-Buildings, Farm-buildings, Military-Buildings, Defence-Buildings ect ect.. (Or only a different tab for all defensive/military Buildings). So its not all showed in one menu. + Resolution options.
    1 point
  16. I think the main problem is that players will probably expect to get some feedback from the GUI when issuing commands while paused. E.g. if you click to train a dozen units, you'd expect to see your resource counters go down, so you can tell when you've spent all resources. We don't currently have a good way to implement that - your commands don't get executed until the next simulation turn (so they'll never get executed while the game is paused), and the GUI just reflects the current simulation state, so we can't update the resource counters while paused. I'm not sure how we could cleanly fix that, and it's easier to just prevent the player issuing commands while paused. But there's no technical problem other than the GUI - you can open the console (F9) and enter Engine.SetSimRate(0) to pause the game and close the console and issue some commands then Engine.SetSimRate(1) to resume, to see what the behaviour is like.
    1 point
  17. Hero suggestions: Chandragupta Maurya: Founder of dynasty Ashoka (greatest ruler) Chanakya : Awesome diplomat who got India to unite against Alexander. He also helped start the dynasty and was really smart. Possible power could be enhanced economics (his work on economics was precursor to classical economics). His impact on the empire was that he pretty much set up the economic, political and military strategy for Chandragupta. Emblem suggestion: The current or modified Ashoka's lions (used by Indian govt), or the Ashoka Chakra (also used by govt. of India as national emblem). I prefer the chakra to be on the sheilds/banners and the lions to be the emblem. Also, @ Brightgalrs: Neat model, but in the Maurya period they were just simple mounds. Nothing too fancy until later As far as architecture goes, they used lots of pillars and neat ornate carvings. And they were good at carving into the sides of hills.
    1 point
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