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Showing content with the highest reputation on 2021-09-07 in all areas

  1. Ah an ideological dispute. I suppose as a Bernie Bro I can understand some level of principle over power.
    2 points
  2. I've played 9 games of medium mainland or continent 4 vs 4 against Norse, Anglo Saxons, Carol. and Byzantines with ptolemies, mauryas,and Persians as allies to my Romans (I really like to win). There were zero crashes or error messages. The AIs were pretty matched to each other with no civs noticeably dominant. If anything weird happens in future games I will let you know.
    2 points
  3. This mod adds the map "Mainland balanced" (https://code.wildfiregames.com/D4232) Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for a23 and a24 Currently, only the starting food surrounding players is modified. Also, straggler berries are not modified yet (which can lead to imbalances). And the biome only slightly affects the total amount of food, and it currently doesn't affect the berry/hunt ratio, this is something I will change later. This removes Jungle (too laggy) and Nubia (wood too imbalanced) biomes until they get fixed. Alpine Mountains is also included (https://code.wildfiregames.com/D2830, ) The mod is now available through the in game downloader! (mod.io). Manual download here otherwise (updated a26, current version 1.0.1): feldmap-1.0.1.pyromod feldmap-1.0.1.zip a26 archive: Old (a25 version):
    1 point
  4. @Rarius As far as I know Ubuntu doesn't have A25b (It's stuck at A23), only the PPAS and snaps do. Had to make sure since some people use Synaptics which allows for this kind of problem. Ah yes Ratings got kicked... The only visible difference is the build number in the main menu. For A25 it's 25848 and for A25b 25860
    1 point
  5. I suppose we need it for PSA conversion, because it only uses the list of bones specified in that XML file. I once made a packaging mod https://github.com/StanleySweet/package_mod/tree/master/art/skeletons to remove the need from those extra mods. It contains textures.xml files for instructions on what to convert, and the skeletons . of course, it won't work if you have new skeletons e.g packaging hyrule or something; WSL2: First file is the "corrupted" one. file metal_desert_small_* metal_desert_small_a.dds: DOS/MBR boot sector; partition 1 : ID=0xff, active 0x8a, start-CHS (0x3ff,254,63), end-CHS (0x3ff,255,63), startsector 3587178495, 3468469193 sectors; partition 4 : ID=0xff, active 0xe2, start-CHS (0x3ff,14,63), end-CHS (0x3ff,255,63), startsector 4294180863, 4278223684 sectors metal_desert_small_a.dds.b22d835129a068cf.dds: Microsoft DirectDraw Surface (DDS): 128 x 128, compressed using DXT1 Here is a working version, (converted using NVTT) metal_desert_small_a.dds It's built-in as of 2.0.10 IIRC.
    1 point
  6. $ file metal_desert_small_a.dds metal_desert_small_a.dds: DOS/MBR boot sector; partition 1 : ID=0xff, active 0x8a, start-CHS (0x3ff,254,63), end-CHS (0x3ff,255,63), startsector 3587178495, 3468469193 sectors; partition 4 : ID=0xff, active 0xe2, start-CHS (0x3ff,14,63), end-CHS (0x3ff,255,63), startsector 4294180863, 4278223684 sectors
    1 point
  7. VoilĂ : https://trac.wildfiregames.com/ticket/6315#ticket
    1 point
  8. Sorry for my emoticon and not explaining it, I should not have done that. By creating the ticket you sort of ask the devs. If people don't disagree the feature may be added.
    1 point
  9. I meant you would be asking the devs when creating the ticket
    1 point
  10. You can create a ticket regarding that feature. It's up to the other developpers to decide whether it is needed (I believe it could be nice, but we have to be careful about overcrowding the UI)
    1 point
  11. 1 point
  12. Yes it should be the correct one. Make sure both 0ad and 0ad-data are using that version.
    1 point
  13. Hi, There have been issue in a25, please redownload a25b
    1 point
  14. IRC survives especially in the Open Source community because of it's lack of commercial/corporate connections though one of the founder IRC providers Freenode has gone corporate and is shedding staff and client projects besides it maybe old but it still works as it was designed and is very light weight and you don't need an IRC client just click the link in the forum header and use your web browser. Enjoy the Choice
    1 point
  15. Phab and Trac are cool but who still uses IRC? If 0AD community moved to discord or something that would be a huge boost because no one wants to download a program that was deprecated before they were even born.
    1 point
  16. The real work is done on Phab ( http://code.wildfiregames.com ) and Trac ( http://trac.wildfiregames.com ). We can discuss cool stuff ( Battalions! ) on the forum until we're blue in the face, but unless someone wants to put in the hard work to make their dream a reality, there's nothing much someone else can do for you (unless your ideas are truly inspiring). To get stuff added to the base game or game engine, you have to participate in Phab and Trac (and on IRC to a lesser extent)*. It's a long process, especially if you don't come to the project with a battery of programming languages already in your repertoire. A few contributors started with few requisite skills and have learned over time to make valuable contributions. That process isn't necessarily hostile or apathetic; it just takes lots of dedication and discipline. *I don't participate enough on Phab and Trac, which is probably why my preferences are not taken into account when designing the game. It's my fault, not theirs.
    1 point
  17. This is true but it somewhat defeats arguments that are functionally similar about other features. Like you can't build a boat with 10 mediocre trees. Or the fort model has a ton of wood compared to tree models. So regening trees/a forest over time would make sense as long as it was okay/balanced gameplay wise. Should be some consistency in discussion over mechanics choices.
    1 point
  18. Right. I've voted moderate interest because it gives me an excuse to slack off on my heroic fantasy, ww2 and futuristic mods on https://github.com/0ADMods
    1 point
  19. I know emacs + flycheck (maybe also flymake) does it on the fly, idk about others.
    1 point
  20. I updated the mod to 1.6.3 (6/Sep/21) and changed the default hotkey to "Alt+Shift+F", but you should still be able to change the hotkey via the "Hotkey" option. (Also reduced the "ginormous garrison flag" by 25%, still well visible and the size is not too intrusive anymore.) Thanks for the feedback. The game details are left to game list, because I often moved my eyes from the top left of the game list to the bottom right of the screen in the original layout, just to see who is in that game, that's the reason. I won't change it back. But I added some new buttons with 1.6.3 (6/Sep/21), for example a "Replay" and "LastSummary" button, @nani helped with the code. I adjusted the blue color a little bit, can you check it again now with the new version.
    1 point
  21. Don't worry about that one. It requires a bigger refactoring.
    1 point
  22. That would be https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/selection_panels_right/construction_panel.xml As we don't support dynamic object creation in XML (e.g creating as many buttons as buildings) we have to hardcode 40, and hide the remaining buttons if we don't use all of them. <object name="unitConstructionPanel" size="6 6 100% 100%"> <object> <repeat count="40"> <object name="unitConstructionButton[n]" hidden="true" style="iconButton" type="button" size="0 0 38 38" tooltip_style="sessionToolTipBottom"> <object name="unitConstructionIcon[n]" type="image" ghost="true" size="3 3 35 35"/> </object> </repeat> </object> </object> Then stuff is hardcoded in https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js Which calls https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js to get the building list Which calls the GuiInterface https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js For all units currently selected it checks whether it can build stuff, and whether the stuff it can build was already added to the list GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd) { let buildableEnts = []; for (let ent of cmd.entities) { let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (!cmpBuilder) continue; for (let building of cmpBuilder.GetEntitiesList()) if (buildableEnts.indexOf(building) == -1) buildableEnts.push(building); } return buildableEnts; };
    1 point
  23. I think the modding forum speaks for itself? I can't really speak for the pre-2019 era, but from my experience people are always trying to help modders/newcomers. That said, it happens that the people with the right knowledgde are not active enough to help someone create their dream. This cool ->
    1 point
  24. Units on the towers are not committed to the svn. It is only as proposal right now.
    1 point
  25. Sorry, of course I should ask the developers as well. Who actually is it? @Freagarach
    0 points
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