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WFG Programming Team
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Everything posted by historic_bruno

  1. Apologies, I failed to test a recent commit on VS2013 (which we still technically support). But Angen is right, it will be VS2015 only as of alpha 24. Still my bad though. Ticket: #5539
  2. I've used it when contributing to a few projects, and it seems pretty good. Our Evil Twin uses it. I wonder if it would duplicate most of what we have on Phabricator though? It seems overkill to have both, unless we only use gitlab as a git server (not sure what the advantage of that is).
  3. Not every project uses GitHub. It's quite common for FOSS to have GitHub read-only mirrors for visibility, but direct users to a self-hosted platform for reporting errors and submitting patches. IMO we should only accept GitHub PRs if we're actively using GitHub. I personally wouldn't want to use GH as a main development hub, since it's controlled by a private company and they could change policies at any time. I like having it as a mirror for reference and for people who are used to GitHub UI, but I like the advantages of having our own main Git repo. The GH mirror is OK until that time com
  4. You have access to the following functions in JS (see JSInterface_ConfigDB.cpp): bool Engine.ConfigDB_HasChanges(namespace) bool Engine.ConfigDB_SetChanges(namespace, bool) string Engine.ConfigDB_GetValue(namespace, key) bool Engine.ConfigDB_CreateValue(namespace, key, value) bool Engine.ConfigDB_RemoveValue(namespace, key) bool Engine.ConfigDB_WriteFile(namespace, path) bool Engine.ConfigDB_WriteValueToFile(namespace, key, value, path) bool Engine.ConfigDB_SetFile(namespace, path) bool Engine.ConfigDB_Reload(namespace) For namespace, I guess "mod" is most appropriate
  5. If anything I would say garrisoned melee units should add significantly less ranged defense(arrows) compared to garrisoned ranged units, but it's not unreasonable for them to add at least some capability there (even throwing boulders, dumping pitch, etc. a short distance, basically the "murder holes" tech of AoK). But they won't magically become sharp shooters. At least conceptually it makes sense, but it might "feel" differently in games. Conversely, melee units should add more loyalty than ranged units, but even a building held by archers would have some inherent "loyalty", only they ar
  6. I remember there was a config file that macOS users had and shared among themselves back in the day. You might try reaching out to them, either here, in the lobby, or on IRC #0ad-dev. Same with AZERTY keyboards and probably others. I wouldn't be averse to including several default hotkey configurations for different systems (in fact, it was always my goal to have "hotkey sets", for different keyboard layouts and such which could ideally be switched via in-game menus).
  7. For what it's worth, I'm enrolled in the dev program now. I'm not sure that getting on the App Store is feasible yet, if it ever will be. But I see no problem with signing our bundles.
  8. Addendum: I was reminded that Control is also used for game session hotkeys. So those need to be re-assigned if you use this option. Super key is one recommended alternative. See HotKeys and default.cfg You would want to copy any of the relevant hotkey lines in default.cfg to user.cfg (as described above) and save the file, before starting the game.
  9. Hi, you need to enable "Emulate right-click with Ctrl+Click on Mac mice" in your configuration file. This option isn't exposed in the game options UI (yet). So, you have to edit the config file, I recommend this: Open Terminal (Spotlight > Terminal), run this command: nano ~/Library/Application\ Support/0ad/config/user.cfg At the end of the file, add this on a separate line: macmouse = true Save with Control+O, Return Exit with Control+X The reason for this option is that the behavior isn't desirable for all users (notably those who have a two
  10. Maybe you could try connecting over a VPN? Some of them allow port forwarding as well.
  11. Hi, it would still be nice to know about your system. If you can, attach the system_info.txt from the game's log folder. Perhaps this is a bug we can fix.
  12. Indeed! They are planned, along with a few other water improvements: #48
  13. Given those sorts of performances, I'm not sure that we miss much. Maybe some technical skill, but technical skill isn't everything. I don't see WFG members constantly trolling other projects. Am I wrong?
  14. I personally wouldn't want to collect email addresses. We could do something like providing a "recovery code" that you would have to make note of, and then could be used to delete or reset your account.
  15. I would suggest looking at how hotkey.selection.idleunit is implemented. First you need to add the hotkey definition to default.cfg. Then you would implement something like findIdleUnit in binaries/data/mods/public/gui/session/input.js. Here are a few tickets covering this feature: #1899, #1492. You might be able to reuse some or all of those patches.
  16. Hi, you can try a.) uninstalling the game (either through the start menu or "Add or Remove Programs"), and then b.) delete the "0ad" folder in "Documents\My Games\". Then reinstall the latest (0.0.23b) version. If that doesn't work, which mod/mods are you downloading?
  17. OK, let's fix #5513 and see if that solves your problem too.
  18. To verify: it's the same problem in windowed mode, that you saw in full screen mode after walking away for 5-10 minutes?
  19. The easy way: open a session GUI .js or .xml file in a text editor while the game is running, change something, undo, then save it again. The save will force it to hotload. (Doing this in fullscreen without alt-tab would require a multi-monitor setup though...)
  20. Possibly this? https://trac.wildfiregames.com/ticket/5513 Maybe something on your computer is causing the files to hotload while you're away (I don't know what, antivirus or something?) Try hotloading a file while the game is paused and see if the behavior is the same (as reported in #5513).
  21. I'll keep investigating, but I can't reproduce this either on the first try. I started the game, paused it, and walked away for several hours. When I returned, it unpaused as expected. In the meantime, I suggest creating a Trac ticket for this.
  22. I wonder if you have some settings in Windows that take effect after ~5 minutes. Screensaver, lock screen, monitor off, anything like that?
  23. Hi, I'm unable to reproduce this problem. My steps: Install (old) 0 A.D. 0.0.23-alpha on Windows 10. Run game, observe it's old version. Open multiplayer lobby, observe the old warning message, lack of players. Close game. Install new 0 A.D. 0.0.23b-alpha (uninstalls old version first) Run game, observe it's the new version. Open multiplayer lobby, observe it's full of players. My suggestion was to try wiping out the user.cfg file, but that didn't seem to help either, and this seems to be a different problem anyway. I feel like the in
  24. Hey folks! I haven't been active here lately, well, since about 3 years now. So some of you will remember me, but there are a lot of new faces I'm sure. It's time for a re-introduction! My name is Ben (aka historic_bruno) and I started with 0 A.D. in fall 2010, because I was bored and wanted to join a fun project. Something bigger than myself. 0 A.D. was first alphabetically on Wikipedia's list of open source games, so I clicked it and fell in love. I mean, I always loved history and Age of Empires. And I always loved programming, so it was a match made in heaven. I started look
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