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Everything posted by Stan`
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Introducing the Official community mod for Alpha 26
Stan` replied to wraitii's topic in Gameplay Discussion
@Vantha maybe ? -
Are the blend files somewhere ?
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less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
That means "something" is triggering an assertion. When in visual studio you don't get the grey popup. Try launching the game without a debugger attached. -
Not frozen anymore (new features got in). One year delay if you wish
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I pushed a fix for it. The game serializes all the javascript components, and in your case: TimerTick = function() { this.UpdateColor(); }; Should have been: TimerTick() { this.UpdateColor(); };
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Hmm it's the timer that's breaking it, is the git repo up to date ? It fails to serialize a function while it shouldn't have to do that.
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If you have a shortcut for 0 A.D. you can edit it and in target add -writableRoot
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When it crashes is there anything in the interestinglog.html file ?
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It's possible OneDrive plays a trick with 0 A.D. depending on how your documents are configured on Windows. Another solution if you want to keep everything at the same place is to run 0 A.D. with the -writableRoot command Then everything will be stored in %appdata% next to the game.
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Is there any difference with the previous versions ?
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Do you have the exact same version of the mod ? Maybe you can add some logging so you can see when it crashes precisely.
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Let us know how it goes! Do not hesitate to share photos and videos of the event
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It's not perfect but it should be okay. You might also reduce the amount of entities with such particles
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In theory it should appear in the logs as well.
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Introducing the Official community mod for Alpha 26
Stan` replied to wraitii's topic in Gameplay Discussion
The last person who did ramming animation was @LordGood for ponies ascendant. -
@Vantha did you, by any chance use any texture that is not a power of two (eg. 135x168) and not 128x128 or 128x512 etc. That will break the game on most oses when in release mode.
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In init you can do something like const refreshInterval = 1000; // 1s let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.SetInterval(this.entity, IID_PlayerParticleColor, "TimerTick", refreshInterval, refreshInterval, undefined); Then you need to add function like TimerTick = function() { this.UpdateColor(); }; You can be a bit smarter and check what is the current animation and if it differs from the previous one but that's a bit more elaborate
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Transifex alternative for translations?
Stan` replied to Dunedan's topic in Game Development & Technical Discussion
I don't know the state of the art for translations maybe there are options. Maybe in case of such string we could automatically update the translations if possible. -
Transifex alternative for translations?
Stan` replied to Dunedan's topic in Game Development & Technical Discussion
Yeah the non breaking space change has caused a lot of issues sadly. Since you're looking into it you might want to merge the following PR in SVN -> https://github.com/0ad/0ad/pull/44 Don't you have suggested translations or something, still ? I had a quick look it seems Blender uses Weblate, while Supertuxkart and Widelands use Transifex, Wesnoth uses github repos (which IMHO is a no no). I don't think we should switch for the following reasons: 1. Self hosting sounds like it would be an additional pain 2. So far we had a constant influx of translators due to the Transifex visibility, we might lose that by switching platforms. 3. We might lose actual translators doing the switch (and we might gain new ones going FOSS but usually that doesn't even out) EDIT: There was one user of Mastodon that suggested another alternative, but I can't find it anymore it seems they deleted their toots. -
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
Sorry wasn't clear. Point is you *can* check the compiler, but you have to account for a few ones And you *also* have to take the cpu architecture Risc v, power pc, i386, x64, elbrus2k, arm, aarch64 etc... -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
A presentation was given at a small french conference back in May, and work should resume during the summer Work has been done on the documentation that can be checked there.