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leper

WFG Retired
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Everything posted by leper

  1. Ah good to know, I removed handling of that path because nothing got created in it and it seemed pretty obscure and unused. You can also use My Games\0ad\mods\user and create the files (same folder structure) there and the game will load them, but by passing -noUserMod to the executable you can disable loading of the user mod (eg You found a bug and want to see if it is something that is caused by your mod).
  2. Try My Games\0ad\mods\public (or mods\user). Just curious, but did you create the first folder yourself, or was that generated by the game (Where there any files in it)?
  3. You can run the game with -conf=windowed:true and use -xres=123 -yres=456 to set the resolution to something you like. Alternatively you can create a file named local.cfg in ~/.config/0ad/config/ and put something like this inside: windowed = true xres = 123 yres =456 (You do not need to set the resolution, you can just resize the window but I mentioned it here for completeness.)
  4. The nvidia driver readme says different. Are the /dev/nvidia* devices actually set to the video group?
  5. Try adding yourself to the video group. Instead of changing those permissions to something that could cause other issues in the long run.
  6. Just use the "Reply to this topic" form on the bottom of the page, as it can get pretty annoying when you just want to read a topic but you have to scroll over the stuff you already read again and again.
  7. You are using the ARB shaders, and both of those effects are only implemented in GLSL.
  8. This was fixed in r13031, so it will work without throwing lots of error messages in Alpha 13.
  9. I think #1192 is related to that, but the idea/system explained in #1195 is better.
  10. Yes, the new build instructions for OS X just require you to build the libraries once (excluding upgrades of those) and helps us get rid of the dependency on MacPorts or Homebrew. It just requires OS X users to install xcode (or the developer tools including clang) which are already needed to build 0 A.D. . It also makes creating bundles and building from source easier.
  11. Some more for the programmer list (I think all of them have more than one commit referencing them (or at least some other tickets they are working on)) alpha123 r13149 Aurium r13021 cyruscousins #1736 kingadami r13054 mimo r13072 To Sound EvanBogunia r12977 (application topic) Nitpick: janwas is listed under both Current and Retired (Dept. Leads)
  12. You could fix this for your mod (in an ugly way, but that is still better than having to rescale everything later) by editing line 295 of simulation/components/Formation.js and increasing the value. Notice that this is just a workaround until we can fix the formations properly.
  13. You could also open the developer overlay (Alt+D) and disable the restrict camera option
  14. Indeed, I already mentioned this on IRC but the templates should probably be cached by the script so that it doesn't slow down too much. Technologies work on the classes found in the Identity element. This would work by caching the technology JSONs and finding all technolgies that apply to the classes present in the current unit.
  15. The health stays at the same percentage now, but it doesn't jump anymore if the building continues to be built (and it was attacked during construction).
  16. Decision: When constructing buildings construction must be continued until the foundation reaches 100% health which is when the building counts as completed. (Implemented as of [13263]) Ticket: http://trac.wildfire...com/ticket/1853 Proposal As the fix for #1809 reintroduced the ability to construct damaged buildings (the finished building doesn't have full health) and there was no real consensus thus I am asking for a decision. There are two possibilites on how to handle this: Include the ability to construct buildings in a damaged state (when the foundation was damaged during construction). (Currently implemented) Require builders to keep building until the foundation reaches 100% health. Discussion with some arguments for both cases.
  17. I suppose I introduced that somewhere in r12911, but I can't see anything in there that touched animations directly.
  18. Just curious, but where did the idea of capturing military units come from? (I didn't find anything related in the ticket, nor the design document, and not even this topic before post #52.)
  19. Revision 13060 changes the attack animation naming scheme in the actor files. This is done to allow for multiple attack animations (melee, slaughter, ranged, etc). Everyone making a mod (and creating/modifying the actors) will have to adjust to this change (see #1686 for a script to ease some of the changes). Example: <animation event="0.59" file="biped/rider_javelin_atk_a.psa" load="0" name="Melee" speed="50"/> becomes <animation event="0.59" file="biped/rider_javelin_atk_a.psa" load="0" name="attack_ranged" speed="50"/> where attack_ranged is one of attack_melee, attack_ranged, attack_charge (currently unused), attack_slaughter. The slaughter animations were previously using the (single) attack animation, which resulted in some visual awkwardness for ranged units. They should now be using a melee attack animation (using a sword/knife), but as there are a lot of units/actors I would like you to post here about related issues (missing slaughter animation, no attack animation played while it was played previously, etc).
  20. We already do something similar for paused multiplayer games. (You can give commands while the game is paused) The feedback is a bit problematic (training units doesn't add them to the queue immediately, resources aren't subtracted instantly, etc), this is caused by the simulation being paused and thus not excuting the commands. Aviv: I suppose adding a config option to not unpause in single player shouldn't be much work. (The limitations above will still remain)
  21. If you want to switch to SVN, the easiest way is to checkout the SVN version (if you're on Windows using TortoiseSVN (guide on our wiki)) and make your changes to this version. You can then update and if there are some changes that conflict with your changes SVN asks you to merge these changes manually (resolve the conflicts).
  22. I'm not sure what modifications you did, but if you just replaced existing files (instead of adding new ones) you will have to make this modifications again. (For text files (eg. actors) using diff could save you some hassle). I think it would be best if you started to use SVN if you want to benefit from the development and also to keep the work you have to do on each new release to a minimum. So some more information would be great to help you further.
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