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Showing content with the highest reputation on 2023-08-02 in all areas

  1. hi i found a camel but unfortunately no elephants so that sucks but im still happy
    3 points
  2. I don't know why I initially wanted to do this, but seems fun, and make the GUI less empty: You have two new stat bars added that represent your current game performances. Military performance (Red), Eco performance (Yellow) More precisely, the blood bar goes up when your KDr goes up (last 10sec), and the yellow bar increase as your resources income increase (relative to your average income). It's actually nice to have, as you can also have a way to more easily know how is a battle going for you, or how is your global eco health. Stupid?
    2 points
  3. Should be enough to raise several girls
    2 points
  4. I'm not sure anyone knows what @Langbart is planing about BoonGUI. This project brought a very refreshing UI to 0ad. I decided to introduce in ProGUI the original BoonGUI panel. You can easily choose to switch between ProGUI and BoonGUI, and have one of them preset for Spectating and when Playing. You could already switch between mods automatically using @seeh's autocivP, but I also wanted to add the option here. BoonGUI overlay: ProGUI overlay: I disabled by default the panel to control the features such as the Trainer and Auto-Tribute. Some players were just using the overlay but the features were still draining some performance. Option page, you can define when to use BoonGUI or ProGUI, and you can enable the additional panel with ProFeatures: If you used previous ProGUI versions, and the advanced features, you may enjoy being able to customize the panels even more: I would probably also help maintaining a BoonGUI representation. I'm not as op dev as @Langbart but I'll still do it. I'll try to get this new version published on the mod downloader so that the classical BoonGUI overlay is also downloadable from it. Shame it wasn't already but I know it was a @Langbart choice not to. Since he didn't say anything, I'll assume I can/should do this. Git Repo: https://gitlab.com/4trik/proGUI/ Mod.io: https://mod.io/g/0ad/m/progui (not always updated)
    1 point
  5. Hi everyone, I've just finished setting up the 0 A.D. Discord server, which will allow us to create and manage groups easily for the upcoming tournaments. I know that many players here don't like Discord, but I believe it's the best option to manage the TG tournaments. We currently have a rating system incorporated, which will basically allow us to play rated TGs whenever you want against whichever team you like. Contact me or any other moderator if you want to become a team leader, or if you see a team leader whose group you would like to join, just contact them and they will add you. The server might be confusing at the start because there are many features. Just read the pinned messages in WELCOME > HELP and MANAGEMENT > console (if you are a manager or team leader). IMPORTANT: Please enter only your 0AD username on the get-started page. Here is the link: https://discord.gg/QCT7MJfc We are entirely flexible and can change the tournament on there as we like.
    1 point
  6. Since your mod is on GitHub, it might be easier to use this GitHub action
    1 point
  7. not at all! I had suggested something like this for boonGui some time ago (in the upper table).
    1 point
  8. What about organizing the tournament in a way which doesnt make discord necessary?
    1 point
  9. I found an article that explains why STUN doesn't work when Carrier-Grade NAT is involved. STUN assumes that the network address translation (NAT) mapping and firewalling preserves the NAT mapping and firewall opening, for return traffic to the source UDP port, regardless of the destination address. CGNAT has endpoint-dependent NAT and firewalling, so STUN doesn't work with it. Solutions for people who have CGNAT. 1. Sign up for public IPv4 address service or, 2. Use a VPN that has endpoint-independent NAT and firewalling. or, 3. Use a VPN that has endpoint-dependent NAT and firewalling, but that supports port forwarding. Enable a port forward to your public address. Host the game on the port that you have forwarded. or, 4. Same as solution 3, but instead of hosting, apply a patch to the game to control the source port for the outgoing connection. Ensure that 0ad uses the port number that you have forwarded as its source port for the outgoing connection. Connect to the friend's game as a client.
    1 point
  10. 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
  11. https://www.youtube.com/watch?v=EYAg8SAgzWE
    1 point
  12. camels are a good source of food, you won't go far with just one though.
    0 points
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