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s0600204

WFG Programming Team
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Posts posted by s0600204

  1. Not really a bug, but expected behaviour. A mod created for A22 is not going to work with A23.

    Your user can either (any one of these should work):

    • Run the program from the command line like so: "0ad -mod=mod", which will start 0ad in the mod-selector screen where they can disable the mod through the gui; or
    • Find the file "user.cfg", and modify the line starting "mod.enabledmods" to remove the reference to delenda_est; or
    • Remove the delenda_est folder manually from their system.
  2. 5 hours ago, Imarok said:

    Hmm, OK. If you discover it is not fixed in A23 ping me ;)

    May I ping you? :P

    Looks like it'll still happen in A23. Looking at gamesetup.js, the code that assigns a random civ to a player starts by making a list of available "cultures" (filtering out unplayable civs so as not to add their "culture" to the list (unless they happen to share it with a playable civ)), then randomly chooses a civ from a randomly selected culture - but does not check if the civs it's selecting from are all playable. In other words, SelectableInGameSetup needs to be checked on line 2182.

    So... do you want to fix it, or shall I?

    • Thanks 1
  3. 18 hours ago, Alexandermb said:

    [...] it has a bug in the civ tree while playing but not in main menu:

    18 hours ago, stanislas69 said:

    @s0600204 will probably tell you wjat's wrong with the civ tree

    It bugs because you have units, structures, and techs that (according to the xml and json templates) require either the town or city phase techs, but the xiongnu civ has no way of researching these.

    This might be intentional, in which case one solution would be to remove any and all town and city phase requirements from the units, techs and structures of the civ.

    An alternate solution would be to override the generic phase techs with civ-specific ones that either cost nothing and auto-research themselves, or are renamed to be more suitable for a nomadic civ. (The phases might be named "Village" -> "Town" -> "City" in the core game, but that doesn't mean they have to be so in mods. You could have them as "Traveller Band" -> "Caravan Pack" -> "Convoy" (or whatever's suitable).)

    • Like 2
  4. 21 hours ago, Tomcelmare said:

    Hello! Has the chinese fortress been fixed ? I didn't play yet, so I wouldn't know...

    17 hours ago, stanislas69 said:

    I can't figure out what wrong with the fortress template, but since it breaks all the templates I guess there is something bigger @s0600204 would know maybe...
    It complains about static obstruction.

    Dunno about "Static Obstruction", but the template of the "Shoushe" siege weapon was broken as a side-effect of r20804 (trac / phab). (And selecting the fortress loads that template so the "Shoushe" can be displayed as a build/train option.)

    Try it now.

  5. 23 minutes ago, The Undying Nephalim said:

    None of the buildings I'm trying to upgrade have any limits.

    The code doesn't know that until it tests for it. Which is what it's trying to do.

    Last time I saw the contents of your mod (the "v1.01 release", if my notes are accurate), you did have a copy of simulation/components/EntityLimits.js and it doesn't have the function in it. I can't remember right now why you have a copy of the file - and I don't know if you still do - but either update it or remove it. (It looks like the only differences between the version in your mod at v1.01 and the current SVN-version are the missing function, and some added lines in the Schema example.)

    • Like 1
  6. On 18/02/2018 at 6:28 PM, Nescio said:

    50. [...] I moved all structures/{civ}_*.xml and units/{civ}_*.xml templates to {civ}/*.xml in my 0abc mod

    Therein lies the problem. (if you'd moved them to "structures/{civ}/*.xml" and "units/{civ}/*.xml" you wouldn't have the problem, and you'd have even fewer files in each folder.)

    The simplest "fix" would be to move 'em back (or into the "{structures|unit}/{civ}/*.xml" folder layout).

    A "code fix" wouldn't really be worth it, as A23 should be released within a month or so. Thus, any code "fix" for A22 would have to be replaced by another "fix" for A23; and would make it harder to upgrade your mod to be compatible with A23. Considering where the change would have to take place, a "code fix" would also be unpleasant.

    • Like 2
  7. 1 - Fixed

    2 - Unable to duplicate (or I'm misunderstanding you).

    3 - Unable to duplicate. (In vanilla 0AD) Building a "Sentry Tower", upgrading it to "Defence Tower", then right-clicking the big entity icon: Template Viewer appears displaying stats of the "Defence Tower".

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    • Thanks 1
  8. 3 hours ago, leper said:

    Regarding the patch above, that does look quite nice in places! But why are [...]? Not related to the patch, but why is [...].

    Thank you. :)

    I did say it was nowhere near complete, and clearly one of the things needed to do is check which files are actually needed and which aren't. (Did it for the gui. Mostly. Not so much for the simulation templates.)

     

    1 hour ago, stanislas69 said:
    2 hours ago, SirPope said:

    Wouldn't a public repository ruin the idea of a patreon...?

    Doesn't have to be public. Github offers private repositories.

    (As previously mentioned in this thread.)

    GitLab does as well (and apparently offers them for free, unlike GitHub which requires a monthly subscription). Also, I'm not sure how GitHub handles repositories that are set to private but have "collaborators" (to use their nomenclature) who don't pay a monthly subscription.

     

    38 minutes ago, The Undying Nephalim said:

    How might this file work?

    git apply {patchfile}

    (If you're using the command line. There should be an option in most gui abstractions of git that does the trick.)

    Of course, if you're going to put the project on github/lab it would be easier for me to fork and create a branch. That way you can see the changes split into discrete commits instead of all squashed into one as it is in that file.

    • Like 1
  9. 15 hours ago, The Undying Nephalim said:

    And here's a patch: http://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-02-patch

    Hopefully this solves all the AI issues.

    Do you have a version for those of us who are not on Windows? (Or just a changeset perhaps.)

     

    2 hours ago, SirPope said:

    I'm not sure what all the changes necessary for an svn upgrade would be. I know walk animations have been renamed, and some template name changes. I might try to work on an svn upgrade of this mod in my free time. That way I can help out when A23 does get here.

    Nowhere near complete, but as a start: hyrule_A23-squashed.patch (Could also provide it as a branch if there were some (semi-)public accessible repo...)

    • Like 1
  10. On 05/01/2018 at 12:19 AM, stanislas69 said:

    [...] One thing though I think I saw crossbow stuff in the main repo so maybe it could be used.

    I can't find any variants or animations relating to crossbows in vanilla-0ad. @Alexandermb claims to have created and committed animations for infantry crossbowmen in this forum post, but there's no sign of that in the Terra Magna repository on GitHub (might not have pushed changes). There are animations for what (according to the file name) is infantry crossbow melee dating back to 2012 from @Kimball, but these (a) appear to be unused and (b) are not loadable in/by Atlas ("Didn't find any objects in the scene" / "Couldn't find object to convert" / "Could not load animation [...]" / "Failed loading, marked file as bad").

  11. On 05/01/2018 at 10:30 PM, The Undying Nephalim said:

    [...] However if a player selects Random as their Civ they occasionally spawn as the unplayable Civ. Is there something I'm missing or is this a bug?

    Yeah, that's a bug. Someone care to fill out an issue on trac? Please?

    On 05/01/2018 at 10:30 PM, The Undying Nephalim said:

    [...] I don't think the engine supports pre-rendered cinematics at the moment. [...]

    It does not, no.

    2 hours ago, SirPope said:

    [...] I'm going to try and fix it on my end. If I get it done and it works, I'll upload a zip file. [...]

    Y'know, hypothetically, if the repository was on GitLab/GitHub/whatever (locked down so only a select few could see it if that's your thing) it would make things easier for those selected few to suggest fixes and improvements through pull requests. There's clearly a couple of people present who want to help with the scripting side of things. (Unless it already is, but you haven't told us...)

    1 hour ago, Nescio said:

    Also, when loading the tech trees, there are quite a few warnings.

    Side-effect of the hero-choosing thing at game start. Usually, a technology that can't be researched at a building or unit, but is still a requirement for something else, is a cause for concern.

    1 hour ago, Nescio said:

    No and no (I'm assuming this mod doesn't overhaul armour mechanics). AoE uses linear armour. AoM uses percentage armour. 0 A.D. uses exponential armour (if I recall correctly; there was an explanatory page on the subject somewhere).

    This?: https://wildfiregames.com/forum/index.php?/topic/22904-how-does-the-armour-work

  12. @stanislas69, art isn't really my forte but I've created a branch with what I hope are the required changes for Terra Magna on GitHub. Before it gets merged into master, could you check I haven't done anything stupid/missed anything, please? When you find the time.

     

    (The indenting in the actor files is all over the place. Tabs in roughly half, spaces in most of the others, with a mix of both in some files. Haven't done anything with it in the afore-mentioned branch so its clear what the pertinent changes are, but it would be nice to sort it out at some point.)

    • Like 2
  13. Okay, I've done a little patr(e)onising...

    @The Undying Nephalim from playing around, I can tell you have two distinct problems with the Zora civ in the structree:

    The first is easily solved, and is caused by a typo in your `simulation/data/civs/zora.json` file. Under the section "StartingEntities" you have River Patrol units listed twice and the second instance misspells the unit's template name. The StartingEntities entries are used primarily by the random maps to know what to give the player to begin with, but also by the structree as a starting point to working out what a civ/faction can build/train/research/etc.

    As to the second - and why the structree thinks that nothing can research the town and city phases - the Zora are lacking something that the other factions do not: technologies that supersede and/or require other (non-phase) technologies. And guess what the structree currently uses to work out the phases... I've written and submitted a fix for svn/A23 (found here), but that doesn't really help you on A22 (as the code's changed and been relocated in the interim).

    As a stop-gap measure to get it to work (at least until you move your mod to A23 and can take advantage of the above fix), you can grab a copy of `load.js` from the A22 state of the 0ad repo (here), place it the appropriate location within your mod (`./gui/structree/load.js`), and replace the `unravel_phases` function within the file with the following:

    Spoiler
    
    function unravelPhases(techs)
    {
        return ["phase_village", "phase_town", "phase_city"];
    }

    This assumes you don't have any custom phases, don't have any more than three phases, and that those three phases are named the same as what's in Vanilla 0AD. And when you do move/update your mod to A23 (whenever that gets released) please don't forget to erase this file.

    Hope that helps.

    • Thanks 1
  14. 9 hours ago, Andrettin said:

    Cool! Are archery ranges, stables and siege workshops going to be added for most or all civilizations, then? When I click the link for them, I get the following message

    "You do not have permission to view this content."

    The link in question points to a post containing an image that can also be found here on the @play0ad twitter feed, and here on Facebook.

    These two posts on LordGood's twitter feed are also relevant and may be of interest.

    And to answer your question: yes  - at least in Atlas. They might not be made part of a civ's build order in-game (discussion is ongoing as to that), but they should be available for map creators to place in Atlas.

     

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