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Showing content with the highest reputation on 2024-07-03 in all areas

  1. According to Geriatrix @ValihrAnt not playing 0AD is @Norse_Harold's fault because feldfeld and berhudar stopped playing because of Norse
    2 points
  2. Well, it's not too different from the current system, is it? What is it in particular that's bothering you? Yes, I know! That has been on my radar for quite some time. It is way better structured and more visually appealing than what we currently have. And I plan to implement it sooner or later.
    2 points
  3. Well, Im neither a pro at this game, nor have I been around for long, but I still want to add my thoughts. 1. Is proGUI a "cheat"? According to wikipedia: "Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, usually in order to make the game easier." Now, I never played with proGUI, so all information I have is from @Atrik in this thread, but to summarize what he said the mod does: It gives players the ability to produce units from buildings without having to select those buildings. It gives players the ability to designate a desired ratio of certain units, which is automatically sustained (by re-training only unit types, of which the player lost some or only training them in said ratio while booming). The player can choose a certain amount of resources to be kept, which wont be used by the automatic queuing system. Did I get that right? If I did, that is certainly an advantage beyond "vanilla 0ad". Because any tool, how insignificant it may be, that only one player has, is an advantage. Now, I believe "vanilla 0ad" should be considered the "normal gameplay", which makes proGUI a cheat. 2. Does it matter? Well, there is a forum post about it, so it seems to matter to some people. I personally don't believe it matters, as the advantage is not big enough to be insurmountable through skill, and the advantage lessens the better you get at the game. 3. What could/should be done? Any tournament or competitive game should clearly state before, which mods (if any) are allowed and which aren't. Of course. But the same goes for 1v1s or teamgames. If you don't want to play with someone who uses proGUI, don't. Nobody forces you. But the same way, nobody can force another player to disable proGUI. The only real problem I can think of is, if somebody is being dishonest about whether or not they're using the mod? Is there a way to check for the host of a game, whether the players are using the mod? 4. Anecdotal thoughts. I don't use any mods that alter my gameplay (with the sole exception of the "delete no warning"-option from autoCiv), no Quickstart, no building hotkeys, no guis, I don't even use the default 0ad autoqueue (normally... Corrals are impossible to use without). Because I actually like to look for the idle barracks. It's part of the game for me. But since it's still very much possible to defeat an opponent who uses all of those things, I really don't care how other players play this game to have the most fun.
    2 points
  4. Yes, exactly. The structure of the encyclopedia is not very hard change codewise. And as ShadowOfHassen said, we're more than open to suggestions!
    2 points
  5. Looks nice. Make sure that hoplite image is CC0 or CC-BY-SA or equivalent. I would quibble with the organization of the articles, but I'm not going to criticize too hard given the good amount of progress shown here. Carry on my wayward sons!
    2 points
  6. I suggest we add the page to the game now (after fixing the bug), but only with selected articles for testing. The review process will take a lot of time anyway and in parallel we can already "customize" the rest of the articles (adding images, subtitles, links to other articles, etc.). And as soon as the page framework is merged we can add the bulk of articles to the game too. I don't think incompletion is be something to worry about in this case, since the page framework is indeed complete and we can simply remove the button from the main menu as long as it doesn't contain all the articles to prevent players from finding a (seemingly) incomplete and empty page in a full release. And the existence of temporarily unused files in 0ad's code wouldn't be anything new either. Howevere, I will talk to some developers and adapt to what they deem best. I made the mod for the latest version, but it should be working with A26 (except the unit portraits) as well. Have you verified the mod is installed properly? Does anyone else face the same issue? You can try opening the javascript console with the assigned hotkey (per default '^' and F9) and entering the following command: Engine.SwitchGuiPage("page_encyclopedia.xml");
    2 points
  7. Big news regarding the encyclopedia page! New features: - the ability to put images in the article header. I decided to place the images to the top right and the title to the top left. This saves a lot of space compared to other possibilities and it looks good with images of most aspect ratios. But I will talk more in depth about the implementation in a future post. - the ability to add subtitles. They are fully optional, but really enhance the header's visual appeal (in my opinion). - a button below the title that opens up the the template viewer showing the unit's in-game stats. Its portrait is embedded into the button, so players can visually recognise the unit from in-game as well. - buttons to directly switch to the next or previous article in the same subcategory (to the suggestion of @nifa) They currently do not include any text as I think the arrow sprites are enough of a hint as to what the buttons do. Here is a quick showcase: screen-recording-0ads-encyclopedia.mp4 Other improvements: - fixed GUI scaling on lower screen resolutions (down to 1024x768). This turned out as quite a hassle, but it had to be done eventually. I haven't tested it on large screens (yet), mainly because they usually don't cause problems. If you notice any problem with the GUI scaling, let me know. As always I packed it into a mod, please try it out, any feedback is welcome! encyclopedia.zip (unfortunately I have not yet managed to resolve the issue with the crashes, I recommend trying to open it multiple times and supressing the error, if you notice any patterns or have any idea on how to resolve it, please let me know)
    2 points
  8. Hello folks! I have been hard at work on this, and things are starting to look usable. Here is a (probably incomplete) changelog: The CI works! It is still a bit raw and I deactivated it to save space on Jenkins, but I am now working on improving it. It is the last big chunk of work I have to perform, and then we will be ready to migrate. The nightly build now exists! Get it via SVN at https://svn.itms.ovh/nightly-build/trunk. It is generated from a month ago but I'll update it through Jenkins in the upcoming days. All the documentation was updated and improved during the JDLL event in May where I presented the project and received some feedback. I also improved the Privacy Policy based on feedback. Please head over to the wiki especially BuildAndDeploymentEnvironment. I need help! The glorious FAQ has been defaced by the conversion to Gitea, which uses Github-flavored Markdown. Is anyone interested in working on manually restoring the appearance of the FAQ, adapting it to its new home on Gitea? Please let me know if you wish to help. Basically it would be necessary to 1) cleanup the structure of the page, fix the tables, the raw HTML and hard links and 2) improve the appearance just like it was done on Trac, but using Markdown features instead of Trac features. The git repository now has a script for getting translations straight from the nightly build (the same will be done for Vulkan shaders) Links to changesets in the format [25001] on Trac are correctly converted to 04ec75ed7e on Gitea (and I fixed the commit text in that specific revision) Important Trac keywords (regression, pathfinding, design, ...) now have a Gitea label, but I can't easily automatically convert keywords to labels, so I will add the labels manually after the migration. Thanks in advance for your feedback!
    2 points
  9. mainlog.html Stop accusing me of spy and stop banning me from games you host and stop saying your delusions about me to others
    1 point
  10. The bug has been fixed as of r28135.
    1 point
  11. Poor women they don't have any fault for someone else's toxicity =) btw, I played some TGs with weirdJokes just 15 days ago. He beat all of our asses as usual.
    1 point
  12. So sorry for all this random hate thrown at u @Norse_Harold
    1 point
  13. I don't hate Yekaterina or Cedric O, but Cedric hating me or others for no reason should be discussed, and Cedric should stop saying false things to people
    1 point
  14. he hates me, he banned me, think I report everything in chat to Norse Harold and get his accounts banned, he think I am working for Norse Harold, In fact Geriatrix's behavior is annoying, blindly accusing people of things they don't do
    1 point
  15. For the record, I have had no interaction with Feldfeld or berhudar. They have had no punishments from me. I don't know why they left, or even if they left, but I'm sure that they did not leave because of me. It's a rumor, and it's false. You have other rumors that are false in the chat log. Please stop saying these things, Geriatrix / 1min / Cedric_O.
    1 point
  16. I am quite sure that: 1. 1min is not Yekaterina 2. 1min wasn't trying to express that he hates leopard 3. Vinme has an issue with leftists
    1 point
  17. Well, not to beat a dead horse, but my suggestions have already been made with crafted mockups. Whether you heed them or not is up to you. I do like the unit stats popup instead of putting it all in the encyclopedia page as in my mockup. Nice. We'll just need to improve that popup sometime in the future too (and of course I have a mockup for that too).
    1 point
  18. I figured we could start with images from Wikipedia . I'm pretty sure their pictures are in CC in some way. If you have a suggestion, tell us! The only way we can get better is if people tell us what we do wrong (or even what they disagree with)
    1 point
  19. So the way I see it we should proceed like this 1. Fix bug 2. add engine code (with minimal articles to mainline 3 add the rest of the articles directly to svn 4 finish writing articles and adding them to svn (or git if it shows up first
    1 point
  20. That's phantastic! Although yet no fully completed, I'd vote for including it into the mod.io or even SVN as part of vanilla version so everyone can get inspired.. Excellent job! Well done!
    1 point
  21. This is awesome! Is this actually working? I tried installing it on my a26 version but the button didnt appear at the main menu
    1 point
  22. It. Looks. AMAZING!!! So what are the next steps? Fix the bug then convert previous articles, then merge? Or should we do a hybrid. Fix bug, merge, work converting articles and add them directly to game? On one hand, we might not want to ship something uncompleted. On the other hand, this is an open source project. (Joke, don't hit me!) Also, it might be easier to figure out where all the files go in the main game with only a few articles than a billion.
    1 point
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