Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2023-08-01 in all areas

  1. If you want your mod to be available in the 0 A.D. mod downloader, you need to follow these steps. 1) Prepare your mod as explained in the Modding Guide. You should end up with a .zip file. If you created a .pyromod file, copy it and rename the copy to modname.zip so it can be uploaded on mod.io. 2) Sign up or login on mod.io. Go to Mods > Add Mod, and specify 0 A.D. in the field Game. Add all the information you want to make available for visitors. Complete the submission steps until your mod is shown as waiting for moderator approval. 3) When you are ready, send me a PM here on the forums, or an email. I will get the mod from mod.io, test it and take a look at its code. When I have checked the mod is not dangerous, I will sign the file. I will answer the PM/email with the signature. I can also report bugs in the mod, and mistakes you may have made when uploading the file on mod.io. I try to consistently dedicate Wednesday afternoons to mod signing. Important Notice: Wildfire Games signs mods in order to mitigate the attacks that can be conducted against file repositories and the clients that download from them. Signing a file does not imply that the mod is official, nor that Wildfire Games participated in its creation in any way. It does not mean that it is exempt of bugs or oversights either. The only guarantee signing brings is that the file you are downloading is exactly the one that the signatory tested. 4) I will put the signature in the metadata of the file on mod.io, then make the mod live. Right after this is done, your mod will appear in the mod downloader! Happy modding
    1 point
  2. Okay, I'll rewrite the first post: Can we please have this feature added so mods can utilize it and the base game can continue to be lame and lifeless because a guy thinks it reminds him of something else completely unrelated?
    1 point
  3. Hello everyone!!! I'm new to the forum but I've been following 0 A.D for years. As a hobby I've started to develop my own Mod of the Hebrew faction... At the moment I'm still in the embryonic stage (I've only made a few house models with their variants) but I'm paying a lot of attention to the design part by documenting myself well on architectures and other factors... I am trying to bring it graphically up to the standard of official civilisations. The period I have focused on is the first century so between 0 and 70... I have seen other similar mods on github but they very often look like "copy paste" of structures from other civilisations and not very relevant to reality... I don't know if I can help you... In any case when it is ready I would like to publish it.
    1 point
  4. Example sh-script . maybe need adapted / changed a bit that may help somebody: #!/bin/bash # This script performs the following actions: # # Extracts the value of the mod_name variable from the mod.json file using the jq command-line tool. # Removes the existing ${mod_name}_temp directory and creates a new one. # Copies directories directly within the copy_dir_from directory to the ${mod_name}_temp directory. # Copies non-hidden files from the copy_dir_from directory to the mod_temp directory, excluding specific files. # Creates a zip file (${mod_name}_temp.zip) for the mod by compressing the contents of the ${mod_name}_temp directory. # Creates a second temp directory (autocivP_temp2) and copies the mod.json file and the ${mod_name}_temp.zip file into it. # Creates a zip file (${mod_name}.zip) for the mod by compressing the contents of the ${mod_name}_temp2 directory. # Opens a web browser (Firefox) with a specific URL related to the mod. # Note: The script assumes that the jq command-line tool is installed and to run it from inside your mod # use this from inside your mod folder #!/bin/bash # links: # https://wildfiregames.com/forum/topic/24333-guide-for-publishing-mods-on-modio/?do=findComment&comment=554945 # may some interesting stuff also here: https://github.com/ModIO/ # alternative may you want create mods also by using this script that use pyrogenesis: # rm ~/Downloads/autocivP.pyromod # rm ~/game/0ad/a27/a27build/binaries/system/autocivP.pyromod # cd ~/game/0ad/a27/a27build/binaries/system/ # ./pyrogenesis -mod=mod -mod=public -mod=autocivP -archivebuild=/home/seeh/.local/share/0ad/mods/autocivP -archivebuild-output=autocivP.pyromod -archivebuild-compress # cp ~/game/0ad/a27/a27build/binaries/system/autocivP.pyromod ~/Downloads/autocivP.pyromod # rm ~/game/0ad/a27/a27build/binaries/system/autocivP.pyromod # cp ~/Downloads/autocivP.pyromod ~/Downloads/autocivP.zip # doublecmd ~/game/0ad/a27/a27build/binaries/system/ ~/Downloads/ # This SH-script performs the following actions: # # Extracts the value of the mod_name variable from the mod.json file using the jq command-line tool. # Removes the existing ${mod_name}_temp directory and creates a new one. # Copies directories directly within the copy_dir_from directory to the ${mod_name}_temp directory. # Copies non-hidden files from the copy_dir_from directory to the mod_temp directory, excluding specific files. # Creates a zip file (${mod_name}_temp.zip) for the mod by compressing the contents of the ${mod_name}_temp directory. # Creates a second temp directory (autocivP_temp2) and copies the mod.json file and the ${mod_name}_temp.zip file into it. # Creates a zip file (${mod_name}.zip) for the mod by compressing the contents of the ${mod_name}_temp2 directory. # Opens a web browser (Firefox) with a specific URL related to the mod. # Note: The script assumes that the jq command-line tool is installed and its run inside your mod folder clear # Extract the value of the mod_name variable from mod.json mod_name=$(jq -r '.name' mod.json) echo "${mod_name}" # clear dir_mod="$PWD" dir_mods="$PWD/.." dir_temp="${dir_mods}/${mod_name}_temp" echo "41: dir_temp= $dir_temp" dir_temp2="${dir_mods}/${mod_name}_temp2" # Clean the file path dir_mod=$(realpath "$(readlink -f "$dir_mod")") dir_mods=$(realpath "$(readlink -f "$dir_mods")") echo "47: dir_temp= $dir_temp" dir_temp=$(realpath "$(readlink -f "$dir_temp")") dir_temp2=$(realpath "$(readlink -f "$dir_temp2")") echo "PWD= $PWD" echo "dir_mod= $dir_mod" echo "dir_mods= $dir_mods" echo "53: dir_temp= $dir_temp" echo "53: dir_temp2= $dir_temp2" #!/bin/bash # use this from inside your mod # Remove existing autocivP_temp directory and create a new one rm -rf $dir_temp mkdir $dir_temp copy_dir_from="${dir_mod}" # Use absolute path of the source directory echo "copy_dir_from= $copy_dir_from" # Copy directories directly within $copy_dir_from find $copy_dir_from/* -maxdepth 0 -type d -exec cp -r {} $dir_temp \; # Copy non-hidden files, excluding tempList.text and tsconfig.json find $copy_dir_from -maxdepth 1 -type f -not -name ".*" -not -name "tempList.text" -not -name "tsconfig.json" -not -name "error_unsolved.txt" -exec cp {} $dir_temp \; # Display the directories within autocivP_temp # find $dir_temp -type d echo ${dir_mod} echo ${dir_mods} # Display the current working directory pwd # List the files and directories within autocivP_temp # ls -l $dir_temp # Count the number of files and folders in autocivP_temp (excluding the autocivP_temp directory itself) num_files=$(find $dir_temp -type f | wc -l) num_folders=$(find $dir_temp -type d | wc -l) num_folders=$((num_folders - 1)) echo "Number of files in ${dir_temp}: $num_files" echo "Number of folders in ${dir_temp}: $num_folders" # Create a zip file for mod rm -rf ${dir_mods}/${mod_name}_temp.zip rm -rf ${dir_mods}/${mod_name}.zip cd ${dir_temp} echo "zip -r ${dir_mods}/${mod_name}_temp.zip ." zip -r ${dir_mods}/${mod_name}_temp.zip . # Create a second temp directory rm -rf $dir_temp2 mkdir $dir_temp2 # Copy the mod.io file to the second temp directory cp ${dir_mod}/mod.json $dir_temp2 # Copy the ${mod_name}_temp.zip to the second temp directory cp ${dir_mods}/${mod_name}_temp.zip $dir_temp2/${mod_name}.zip # Zip the autocivP_temp_2 directory # echo dir_temp2=/absolute/path/to/${mod_name}/$dir_temp2 sleep 1 cd ${pwd} sleep 1 cd $dir_temp2 sleep 1 zip -r ${dir_mods}/${mod_name}.zip . # Sleep for 1 second before continuing sleep 1 firefox https://mod.io/g/0ad/m/${mod_name}
    1 point
  5. Hi modders, Your mod terra_magna_A26 has 2 minor issues with modio mod : terra_magna_A26 is not highlighted in green in the mods list ! I've noticed that the 2 Terra Magna's mod.json contain a "type" field : { "name": "terra_magna_A26", "label": "0 A.D. Terra Magna", "version": "0.26.2", "url": "https://0ad.old.mod.io/terra-magna", "description": "Adds new civilizations to 0 A.D.", "dependencies": ["0ad>=0.0.26"], "type": "Factions" } So I've remove the line that contains this field, given this field does not seem to be recognized. By the way I've added some missing fields even though they're empty : { "name": "terra_magna_A26", "label": "0 A.D. Terra Magna", "version": "0.26.2", "description": "Adds new civilizations to 0 A.D.", "ignoreInCompatibilityChecks": false, "dependencies": ["0ad>=0.0.26"], "url": "https://0ad.old.mod.io/terra-magna", "author_name": "", "author_profile": "", "url_source_code": "" } then finally saved the file and zipped it within "terra_magna_A26.zip". terra_magna_A26 shows up as terra-magna within the downloadable mods list. I guess this is due to the way modio is filtering the field names and values... I've renamed the "terra_magna_A26" folder as "terra-magna". The problem is solved and the downloaded mod shows up in green. I've attached below my version that's operational with modio. (just unpack the file within the mods folder, according to the game data path) terra-magna.7z
    1 point
  6. show when proGUI mod is used. maybe more fair-play. some little fixes Postfix UserName: use ★ to show that i using proGUI mod its fair-play when other player know that you are using proGUI mod. it shows when you are using proGUI mod always. but you could use ★ to show that you are using proGUI mod. as a shortcut. update the not use the "not use communityModToggle in history" - check add the options for a shortcut to show when proGUI mod is used. its maybe more fair-play update logic of userPostfix a bit some source refactoring. rename variables use get_autocivPVersion function use automatically latestversion in download link update version nr, add comments add debug infos, remove proGUI from default profile suggestions add no-blood-and-gore-mod as a default Source code (zip) Source code (tar.gz)
    1 point
  7. Common Mistakes: name/label confusion in mod.json - for instance https://0ad.mod.io/ja-lang "name" should be a lowercase identifier, it usually matches the URL of your mod on mod.io: for instance "ja-lang" "label" is a human-readable name, it usually matches the title of the mod on mod.io: for instance "Japanese Language Pack" top-level extra directory. Your zip should contain directly mod.json and the rest of the files, it should not contain a sub-directory with the files. The best way to avoid the issue is to use the archive builder. In order to test whether you made the mistake, try opening the mod with 0 A.D. If you land on the mod selection page and your mod was added to the list (appearing in green), things are good.
    1 point
×
×
  • Create New...