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Posts posted by Stan`
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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.
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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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9 hours ago, AlexHerbert said:16 hours ago, Stan` said:
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.
9 hours ago, AlexHerbert said:Even I updated libSDL2.dylib and nothing.
We build statically. I'm pretty sure it won't use a dylib
9 hours ago, AlexHerbert said:I imagine is not mapped in the intel version, (but with trackpad it works =S) maybe if I map it to change batch size may fix it?. I was trying to add hotkey.gui.session.batchtrainingsize.increment = "Shift+WheelUp" hotkey.gui.session.batchtrainingsize.decrement = "Shift+WheelDown" to the .cfg file but I don’t know very well the syntax.
So it's only broken with an external mouse ?
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7 hours ago, AlexHerbert said:
I need to add something, because in macOS is not working for me the wheelUp/wheelDown for increment/decrement batch size (but is working for zoom and for camera rotation)
How can I add it?
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. -
31 minutes ago, Genava55 said:
I think the transmission of metrics is disabled by default on installation.
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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14 hours ago, wowgetoffyourcellphone said:
@Stan` Let's get this in.
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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28 minutes ago, Tapothei said:
Do I need to register a different account to enter this?
Yes.
28 minutes ago, Tapothei said:The search is vague(is there a list I can input the type?), I can type name of map/player , but I can only search 1 type and not Map Name + Player name.
It's an exact search, looking for the text, could probably be improved yes.
29 minutes ago, Tapothei said:lso zooming out my browser(Floorp) I can see there is more to the map distribution of map names above the pie, I suggest adding a scroll. When I zoom out the, pie becomes big but text is blurred and stays small including the game section. But wait... if I zoom in, actually I can see the whole pie and map name now guess that's one solution.
Could you take a screenshot? I'm not very good with responsive design, so things can definitely be improved
30 minutes ago, Tapothei said:Some things are missing.
- It would be nice if I could see more then 20 listing game, maybe set it to 50/100 then when the limit is reached input a second page to see the next 100-200 replay.Yeah it's running on a small server, so I didn't load too much at first.
30 minutes ago, Tapothei said:- A category to filter by version, mod name, player count, civilization, date, game type. match duration, tags(like tutorial/guide/campaign/modded/vanilla) and many-many more using drop-down list.
An advanced search could be nice yeah. Do note that not everything is indexed though, so I cannot search everything
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Merged the other thread.
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IIRC it's broken for me as well. I think we're not handling something properly. Would need some debugging.
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29 minutes ago, real_tabasco_sauce said:
There are no maps added by the community mod in version 0.27.2
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.
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So that's user maps, mmh. Does that happen with community mod maps as well ?
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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
1 hour ago, CulturedCait said:I think it is not worth investigating further. I'm satisfied with my current solution as it is and although headless mode certainly could be nice improvement it is not that important for these type of calculations. Thank you again for your help.
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 -
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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. -
Do you have the same mods loaded when you play the saved game ? Any errors ?
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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.
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Cc @phosit looks like a bug with MP saved games.
If the map doesnt have the same number of players though that's weird
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15 hours ago, Deicide4u said:
Hey, I wanted to create a new topic, but it seems like someone already mentioned utilizing branches.
So, the question is, why don't you use Git branches for development?
We do now since about a year when the git migration occured.
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Is there anything in the main log that says that something was skipped ?
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6 hours ago, CulturedCait said:
Looks like it is impossible to use headless mode just to run map with scripts. Probably -autostart-nonvisual is not just turning off graphics and sound, but rather special mode designated to work with -rl-interface only.
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.

Can't right click through Han's CC
in Game Modification
Posted
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.