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Stan`

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Everything posted by Stan`

  1. See https://docs.wildfiregames.com/pyrogenesis/writing-components.html https://gitea.wildfiregames.com/0ad/0ad/wiki/TDD_Simulation Did you add a component file and an interface file? Unless you reused one. Also your component should be in the template xml you're querying
  2. Oh I've never used it that way that's why. When Visual Studio starts I only open the pyrogenesis.sln file since I'm never gonna need any of the others. Recent projects and solutions is in the File dropdown For JS i usually place myself at the mod json level. (and use vs code)
  3. Yeah it was also svn ignored. Well it's parent folder was. Honestly once I opened it in Visual Studio, it was always in my recent projects and solutions. Are you saying it doesn't show up there ? I almost never use the folder view only the solution explorer.
  4. That should have happened with SVN but did not because VS doesn't support SVN
  5. Do you happen to have an accent in your Windows account name ? If so you need to install it somewhere else eg: C:\Games
  6. Maybe. But in these cases it's always better to know and test than to think. For instance my intuition would be that we should reuse all the queries results that happen on the same turn at almost the same location. Compute them once instead of 400 times and return slightly less accurate data. But it might be that this simplification could cost more than doing it 400 times.
  7. That could be doable. At least in PDF form that people can download and print. Perhaps hard copy versions for a merch store. There is a python script that generates that from the templates IIRC.
  8. I think it wasn't cause it gave too much info to other players. @real_tabasco_sauce
  9. If you open this file in a zip extractor, you will see that it contains a commands.txt and a metadata.json. You should see the seed in the latter.
  10. Works the same. PR does XML validation for changed files, push on main does XML validation for all the files, push on signed pushes to mod.io. The only thing I could not replicate was the release creation. For that it seems Gitea needs a tag to be created as trigger. I also added a few linters following @Dunedan's example. The last thing missing would be checking for missing files using checkrefs. Another improvement is using the correct mods to package the community mod so images are now compressed correctly.
  11. Yeah possible. We could also have an ongoing PR to the main repo which mirrors this repo in the future. Then when it time to merge you don't have to worry too much since you rebased.
  12. I've ported the community mod over as it is a bit of special case. But for other mods I'll let @Itms decide. Generally speaking I think you have a max repo limit at 0 by default.
  13. You need to build a dock. Then you can garrison units into the ship.
  14. No but you have to make a pull request on Gitea.
  15. Agreed, really like it and will make a nice addition to the game.
  16. Thanks I fixed both issues you reported. Do not hesitate if you find more. @Itms Should I remove the mention of Github and Gitlab in wiki:BuildInstructionsGettingTheCode
  17. I don't think it's possible but maybe as they say here with github actions https://forum.gitea.com/t/automatically-update-forks/7046
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