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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. I figured it out I think. A lot of companies put my documents folders inside a network drive so that they are shared on various computers. Sometimes it's the whole thing sometimes it's a backup. Anyway what must have happened is the game has tried to write some stuff in the network drive failed and crashed. A solution to this would be to pass -writableroot to the exe file so that it uses local folders instead of the system ones. Another solution is something I hope to do in the future (it's in the works) is to get portable apps to package our game so you can have the game on an USB thumb drive
  2. I don't need those fixes If you want some you should probably fix the archive builder
  3. Apparently it works now that the network is back so... Needsinfo.
  4. Question is, have they ever worked (In packaged mods), If not it will be harder to find what broke their support. @wackyserious @Alexandermb @niektb @Lion.Kanzen @Sundiata @balduin @asterix Can you guys try the mods please ?
  5. I will I thought I had actually EDIT: @wraitii https://github.com/StanleySweet/0AD-Actor-Viewer
  6. I like the ideas of growable things, which would basically be a unit evolving into another after a variable amount of time. Could work for trees too. Might be a nice js component
  7. Okay but how does that work out for the game though ? We can't decently have three units trainable per animal in corrals for instance can we ? So it only makes sense from a wild animal point of view, in which case that's fine.
  8. Yeah. I think too much in term of game contents where it will make no difference unless we create one template per type.
  9. @elexis any idea what could crash the network code in case of no connection? Crashlog.txt and Crashlog.dmp. If you are concerned about your privacy you can send it to me via PM
  10. Uh the game shouldn't crash if you have no network connection. If you are on Windows can you upload the crashlogs and crashdump ?
  11. Exploiting an open source project bugs to make money. How cool is that
  12. I don't think it works either when in an uncompressed archive. I'm not able to figure out the code just yet. Yeah that's annoying and it only crashes on Windows. Adding a try catch doesn't work either else it'd be easy to check if it succeeded and if not copy the original file instead. Indeed. I am planning to fix that once I'm sure I'm doing things correctly ^^ Are you saying I'm not competent at programming ? (Just kidding) Yeah it's a PITA. It works better on Linux though. It doesn't crash at least. Can't say much about the result hence the RC filed. As too committing the package_mod to the main repository it would be completely redundant with the public mod... I could move the files out of public and ask people to commit there but then it would be a pain for devs I need to create tickets for (Some are done already) a few things naming namingly : - The game not using XMB files (faster XML files for everything) I believe that's a is bug. But it could be a limitation. The main point of only using XMB would be to reduce the size by more than 10% for files that shouldn't be in releases. Also let's say you want to make a mod that doesn't share it's templates you would be able to. Adding a command line option should be pretty straightforward. - Adding a ending message saying the build was finished - Finding a way to debug correctly on Windows so you don't have to rely on tools. - Fixing the freaking annoying crashes with daes in Fcollada on Windows. On Linux it doesn't even crash or care. Especially since there is no way I found to catch them. Using try {} catch (...) doesn't work. - Passing paths is messy and will change depending on your OS. So a file using binaries\Data\mods\whatever will not work on Linux. - Allowing mods to not copy their dependencies. Currently the entire skeletons folder will be copied over from the package mod to the destination pyromods which is lame. So maybe an argument like -packaging-mod - Pyromods don't copy to their destination if they are on a different file system. This is a pain for me on Linux because my repo is on an NTFS drive. - Pyromods do not replace existing ones. At least not that I can see. - It's totally dumb to have to extract the mod.json while keeping it in the archive. - It's also dumb to have to put them in specific folders. The game should just use the zip name.
  13. Yeah cows could definitely use horns. With male and female variants. I don't know how bells were common but if they were itd be nice to have them. Ah and also collars with player color when convert unit is implemented
  14. I mean for instance setting the stone slab to give 6000 instead of whatever the default is. Glad to hear that. If you haven't already look at @Pyrophorus's work
  15. Okay so it's one o'clock in the morning and I packaged three mods. For some reason it would consistently crash on windows but it didn't on linux, so I guess there is something fishy with lineendings or something similar. Possible bugs: There should only be three civs in Ponies Ascendant, but deleted folders do not seem to work. The tweaked Terra Magna skeletons might break the shark and crocodile, this needs to be investigated. Get ready for anything, but please report them here, and only here. terra_magna.pyromod millenniumad.pyromod ponies_ascendant.pyromod
  16. Being able to edit resources objects count depending on maps would be cool too. It could also be used for scripts. and ambient sounds
  17. Stan`

    A23 Ram Wars

    For a second I read like there wasn't a but
  18. Just sent him an e-mail about half an hour ago. Maybe he'll answer there
  19. @Sundiata @Alexandermb Here are the source files: https://github.com/0ADMods/share And the output: https://github.com/0ADMods/thracians So knock yourselves out
  20. Hey @JoseM Unfortunately changing the resolution doesn't work in full screen mode. However you can add gui.scale=1.5 into that file you created and it should make the game playable for you
  21. Some (not all for a reason I do not understand yet) XML files are cached to XMB files, for performance reasons, apparently reading those binary files are faster to read. Doesn't concern you much but PNG are converted to DDS reducing download size, dae are converted to either psa or pmd for the same reasons. Also if you didn't know, the game caches everything the first time something is used in the cache folder. With archives it doesn't have to do that.
  22. @Grugnas Now that A23 is out do you have plans to submit your mod for download on mod.io ? If so do you need any help packaging it ?
  23. The main advantage is allowing players to download your mod through the game interface Basically you have to run a command like binaries/system/pyrogenesis -mod=mod -archivebuild=binaries/data/mods/mymod -archivebuild-output=mymod.pyromod -archivebuild-compress And go through the form there on modio. So people can download it directly through the interface without having to clone a github repository. Also, all files will be cached making them smaller and in some cases faster. https://trac.wildfiregames.com/wiki/Modding_Guide
  24. @Nescio Do you have plans to submit your mod for download on mod.io ? If so do you need any help packaging it ?
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