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Everything posted by Stan`
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Well you touched serialized components, so my guess would be that you will go out of sync, sorry. So few options - Get the community mod people onboard with this @real_tabasco_sauce - Submit your own mod to mod.io - Get it merged for R29 next year.
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Ah right, forgot about that feature. Maybe we should warn when setting the height that it will be ignored. I suppose I could write another Python script using the RL interface to find the templates that do it. https://code.wildfiregames.com/P277
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Mmmh then it would seem I was wrong and it's using the 3D model ... Not sure what the height is for then...
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https://gitea.wildfiregames.com/0ad/0ad/src/commit/13453a3c7bbd31ca84c4dd6ec3e92d1f3e615648/binaries/data/mods/public/simulation/templates/structures/han/civil_centre.xml#L5 That's this value that drives the height. (You cannot change the <Square depth="35.0" width="43.0"/> though as it will mess up with the blue outline)
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I am not sure is sdl, because shift+scroll works for Camera Rotation, that implies the command is being received by the Game. Could be different code paths. We build statically. I'm pretty sure it won't use a dylib So it's only broken with an external mouse ?
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- hotkeys
- autoassign civ
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We need to debug why SDL is not picking it up. My guess is that it sends a different key code we're not handling on macOS EDIT: Seems to be working in the SVN version, maybe a recent SDL update.
- 473 replies
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- hotkeys
- autoassign civ
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Yep, per RGPD guidelines you have to accept the terms.
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Ha, I'm tired; You need to right click with two fingers on the pad (right click)
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Do you have a two button mouse ?
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Mmh IIRC the problem was that it didn't use the other camel armature which meant we could not use the common anims
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Yes. It's an exact search, looking for the text, could probably be improved yes. Could you take a screenshot? I'm not very good with responsive design, so things can definitely be improved Yeah it's running on a small server, so I didn't load too much at first. An advanced search could be nice yeah. Do note that not everything is indexed though, so I cannot search everything
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Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
I do not know. Maybe @phosit does. -
Scroll to change batch number not working
Stan` replied to AlexHerbert's topic in General Discussion
Merged the other thread. -
Scroll to change batch number not working
Stan` replied to AlexHerbert's topic in General Discussion
IIRC it's broken for me as well. I think we're not handling something properly. Would need some debugging. -
Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
Oh sorry I thought it was community-maps not community mod. My guess would be that something with mods messes the order. Could also be the persist match settings. -
Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
So that's user maps, mmh. Does that happen with community mod maps as well ? -
Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
Ah right, that makes some kind of sense since there is no GUI in non visual ... So probably nothing gets initialized and nothing listen to the messages No problem, sorry we couldn't figure out a solution. I do believe that using the RL interface might be better in this case, since it should have a lot more access to the engine functions because you can send arbitrary js to the engine. The tickets hyperion mentioned above. https://gitea.wildfiregames.com/0ad/0ad/issues?q=autostart&type=all&state=all&labels=43 -
Hey @Lopess and @Duileoga I know I don't speak spanish, but if you ever need help or me to look at a model and tell you what you can optimize for performance, just ping me here Keep up the awesome work!
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Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
It seems it shouldn't have any weird side effects. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/maps/scripts/NonVisualTrigger.js It does load your genetic_async.js too bad we don't have https://gitea.wildfiregames.com/0ad/0ad/pulls/7245 yet in your version. Can you figure the furthest it goes in your script before it starts warning. BTW thanks for helping us debug this. -
Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
Do you have the same mods loaded when you play the saved game ? Any errors ? -
Build instructions for A28
Stan` replied to Seleucids's topic in Game Development & Technical Discussion
I have been able to compile fine but i do have a few tricks. For the first part of the build I use brew clang, and for the game build i use normal apple clang. -
Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
Cc @phosit looks like a bug with MP saved games. If the map doesnt have the same number of players though that's weird -
Managing your mod repository using Git(hub) and branches
Stan` replied to niektb's topic in Tutorials & Guides
We do now since about a year when the git migration occured. -
Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
Is there anything in the main log that says that something was skipped ? -
Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
Yeah something is off. Is it writing to interestinglog.html /mainlog.html ? Whether it's visual or non visual it should do the same thing because it needs to be reproductible. It was there long time before the RL interface. Cc @phosit @hyperion @Itms
