Jump to content

s0600204

WFG Programming Team
  • Posts

    263
  • Joined

  • Last visited

  • Days Won

    6

Posts posted by s0600204

  1. >> Nescio said,
    >> Do you also have a location (e.g. github) where one could easily browse or view individual files of your mod?

    The Undying Nephalim said,
    > I don't at the moment but I could set one up.

    If you created one (and remembered to keep it in sync with your changes) it would mean we could see the current state of code easily. Would also mean that you'd only need to zip-up your code when you wish to make a release. If you're concerned about privacy, or limiting who sees the code between releases, I believe GitLab allows you to create Private repos for free (unlike GitHub where you need a paid subscription).

    In addition, both GitHub and GitLab also provide a project wiki that could be useful for documenting certain things, such as faction lists. Or a table which cross-references which resources are gatherable by which faction. These wikis can be locked so they can be read, but not edited, by the public.


    As to resources, as mentioned a couple of time already, there are a couple of things we'd need to know that affects the faction-specific resource code:

    • What should happen when faction "A" gives (through tribute) faction "B" a resource that faction "B" cannot ordinarily gather? (Zoras giving the Gorons Coralmold, for instance.)
    • What should happen if faction "C" comes across a treasure that it cannot ordinarily gather? (Stalfos come across a crate of Food, for instance.)
    • What should happen if the units of faction "D", who when killed drop a certain resource, are killed by faction "E" who cannot ordinarily gather that resource?
       
  2. On 02/10/2017 at 7:06 PM, Servo said:

    1. Error on failure to load ranged foot units on all players. This did not happen on 1v1 test.

    Nescio said:

    This has something to do with how skirmish maps are generated, although I don't understand why [...]

    Your simulation/templates/template_unit_infantry_ranged.xml file needs a <ProjectileSpeed> line under the Attack/Ranged section, ie. <ProjectileSpeed>75.0</ProjectileSpeed>

    (The file is inherited by skirmish/units/default_infantry_ranged_b.xml which is used as a placeholder on skirmish maps until replaced by a suitable civ-specific template.)

  3. I can't say I fully understand why, but it appears to be a conflict/problem with the file "art/skeletons/Trebuchet.xml" added to Delenda Est in commit id d34479ebc748 "Lots of Kushite stuff." This commit/file also causes errors when trying to load `fauna_shark`.

    In addition, the `fauna_walrus` and `fauna_elephant_asian_infant` also give errors in DE and not in vanilla, but these appear to be issues with their templates.

    • Thanks 1
  4. From the templates in-game, yes.

    The place where "blacksmith" is mentioned as a first-phase building for the Celtic civs is on the website (https://play0ad.com/game-info/factions/) which, although nice to read, is either out of date or wishful thinking. (At the moment there's no point in moving the blacksmith to the first phase as none of the techs can be researched until the second.)

    The Spartan team-bonus text found in-game as part of the "Civilisation Info" or "History" page was rewritten in May to reflect the actual implemented bonus. (As were all the descriptions of all the team bonuses found via that page. They should now all be accurate. The information about special buildings/techs, heroes, and civbonuses... not so much. We're working on it.)

    The only place the "Allies can train Spartiates" thing is still mentioned is in the original design documents on trac, where it serves as part of the project's history and thus is not likely to be changed. (If you happen to find it written elsewhere, do tell us so we can correct it.)

    • Like 1
    • Thanks 1
    • Haha 1
  5. On 11/08/2017 at 11:30 PM, stanislas69 said:

    I haven't looked at what's broken yet. maybe @s0600204 has ?

    It appears I did some time ago... there's a pull request waiting that should was intended to bring the repo up to A22 compatibility. It's roughly 2 months old, and a quick 3-way ai match reveals that there's at least one problem that either I didn't catch at the time or has appeared since. I'm working today, so fixing that is either going to have to wait until tomorrow or fall to someone else to look into it. Depends on how desperate you are...

    Edit: Done. Ponies Ascendant should now be A22 compatible.

    • Like 4
  6. 24 minutes ago, stanislas69 said:

    Oh heck, that takes me back... I even worked on that with @FeXoR for a short period, until he assured me he could continue on his own. I seem to recall it was before the time when the team started preferring let instead of var when declaring variables... I think the patch even pre-dates elexis and leper falling out with one another... the first time... *trails off, lost in memories*

    *ahem*

    It'll need updating, but it's mildly annoying how it hasn't been finished and committed in all this time.

    • Like 2
  7. On 03/08/2017 at 0:35 PM, fatherbushido said:

    (By the way, [...] point of view.)

    The tech description and tooltip attributes, as well as the aura auraDescription attribute, are currently translated, so we're not touching those at this time.

    Admittedly, it's true that the contents of the description attribute are not currently visible inside 0AD (the viewer will change that), and you're right, they should be checked and standardised at some point. (Also, I'd like to find out why auraDescription was named auraDescription, and not simply description. Or tooltip as that's what it's used as...) That can come later.

  8. WARNING: Function getWallAlignment: Unknown style: egyptian (falling back to "athen")

    (Reproducible by playing as the Egyptians on the "Fortress" random map.)

    This is a failure of the random map scripts that cause them to be mod unfriendly. Currently, the only solution is to include a modified copy of the entirety of the "rmgen/wall_builder.js" file, (just to add one line) which I'd rather not do.

    ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/skeletal/arrow_spec.png"

    There's no reference to this image in any of our files (or in the files of 0AD vanilla or Delenda Est or Millennium AD or Rise of the East/Terra Magna), so...  I can't find it either.

    ERROR: Mismatch between model's skeleton and animation's skeleton (35 model bones != 29 animation keys)

    Assuming this is the Ramesside Swordsman actor... should now be fixed.

    • Thanks 1
  9. Aristeia as-is is currently A22 compatible.

    The changes implemented thus far as part of the redesign process have been kept separate for now, but are also A22 compatible.

    All that needs to happen is for the redesign changes to be marked for inclusion into the file that people download so as to run the mod "Aristeia" on their computers.

    This action, once taken, can be reversed, but not cleanly.

    All in favour? Anyone against?

    After that, we can discuss making a "release" of Aristeia, if you desire one.

  10. 35 minutes ago, Lion.Kanzen said:

    its possible adding a selector screen  like AoE to the GUI?

    It's possible, yes. It's just more gui.

     

    21 minutes ago, Lion.Kanzen said:

    I'm not programmer but how i can pop up the "screen selection" pushing  upgrade phase button?

    One possibility: changing the session gui to add a button that only appears when the Civic Centre is selected.

    Another possibility: What @vladislovbelov suggested. (There is no example. He was describing a possibility.)

     

    35 minutes ago, Lion.Kanzen said:

    if you when you make the selection

    appaers new icons for units and new technologies,

    Requires changing the session gui to support hiding icons instead of greying them out in certain circumstances.

     

    Quote

    even the buildings can change(example Egyptian styles like New Kingdom vs Hellenistic)

    Quite literally https://trac.wildfiregames.com/ticket/2243

     

    Quote

    Turn on and turn off features like territory system?

    https://wildfiregames.com/forum/index.php?/topic/20156-issue-with-territory-management/&do=findComment&comment=310314

     

    Quote

    And adding extra features for mods but not necessary for the game.

    So, mod support then?

  11. Hello modders! :hi:

    After some deliberation and discussion, we are planning to (temporarily) purge all History Strings from all templates in vanilla 0AD.

    These can be found in the xml files in the folder simulation/templates/ between the tags <History></History>.

    What won't be touched:

    • The simulation/data/civs/*.json files. (For now...)
    • Anything else in the template xml files.
    • The technology files.
    • The aura files.

    The reason we have decided to take this action is simple:

    • The History Strings are not currently shown or used in any capacity in game.
    • We wish to show them in game (specifically, using D297).
    • But, they first need to be translated.
    • There are a couple hundred of them. :(

    Adding this many strings to transifex in one go is unfair to translators. We also have to check the strings to make sure they are okay (make sense, well spelt, grammatically accurate, historically accurate, etc). Thus, many of the strings will end up changed or removed, making much of the initial translation efforts pointless.

    So the plan is:

    1. Dump them,
    2. Remove them, 
    3. Review them,
    4. Add them back, in batches, over a number of months (so as to not stress our lovely translators).

    Why are we telling you this?

    • This is a big change.
    • Some of the mods you maintain contain history strings.
    • You might want to check that they are okay as, if everything goes to plan, by the next release they will be visible to your players.
    • Also, we may be looking into changing how History Strings (and historical content in general) are stored.

    If you have any concerns or queries, post below.

    Thank you for your attention. ;)

    (And it probably won't happen until next week at earliest.)

    • Like 7
  12. Okay, first, quick and dirty proofreading:

    Spoiler

    Suggested additions in green, suggested removals in red, comments or questions in orange/yellow. Still doesn't read smoothly.

    Quote

    Periklēs (c. 495 – 429 BC)

    Pericles was one of the most influential Greek statesmen and the predominant leader of the golden age of Athens.

    He appeared in the political scene as the most active member during the trail against Cimon (463 B.C.), [Is this the date of Cimon's birth? Death? Campaign date?] and Pericles' political activity lasted for about forty years during which he held the strategia for at least fifteen consecutive years.

    While under Pericles' political predominance the Delian League (the constituent base of Athenian Empire) reached its zenith, however, the politician is mainly remembered for his building program, which aimed to transform Athens into the cultural capital of the Hellenic world.

    Pericles' program of public works focused on a first stage on defensive buildings with the construction of the Long Wall between Athens and the two demos of Piraeus and Phalerum. [Ambiguous. Did the first stage of the program comprise of defensive buildings, or did the program concentrate on the first stage of a multi-stage defensive plan?]

     Hero Aura: When garrisoned in a structure, he galvanizes its defenders, +2 garrison ranged unit.

    To carry on continue the urban planning works in Athens, Pericles summoned artisans and artists from the cities of the Delian League. Monuments such as the Propilei, the Odeîon and Telesterion are testimonies of Pericles' commitment in the public sector aimed to affirming the Athenian supremacy.

     Builder Aura: Building construct 15% faster within his vision.

    Anyhow, the major contribution given he gave to Athens was the commission of temples such as that of [at? to?] Athena Nike and the continuation of works on the Parthenon.

     Acropolis Aura: Temples are 50 stones chipper cheaper during his lifetime.

    Pericles' political parable was that of a democratic leader able to control dêmos but who, over time, had to face a block of opposition that convinced public opinion to condemn Pericles circle of collaborators (Phidias, the sculptor appointed by Pericles to decorate the Parthenon, will die died in jail before his sentence).

    Though this opposition struck hard Pericles hard, only in 430 B.C. a real conflict with dêmos, along with exhaustedion from sacrifices of the war [which war?], led to the removal of the political leader from the office of strategós. Even though he was re-elected already the following year, however, the plague that spread in Athens during 429 B.C. hit the statesman who died later that year in October of the same year.

    With the death of Pericles, came the death of Athenian Hegemony over Greece. Instead of pursuing his shrewd strategy of controlling the seas while depfending her walls, Athens, at the urgings of demagogues, set out on a disastrous campaign into Sicily that led to her eventual defeat by Sparta.

     

    Secondly, where would we put this? I wouldn't want to add it to the athen.json file - not really the right place for it IMHO. I'd be very wary of adding such a lot of text to the respective template file.

    To be honest, I've been coming to the realisation that there are some entities in this game of ours that warrant a fuller description, and heroes are some of those. We've taken important historical figures, some for whom an entire book could be written - and we're limited to expressing their life, achievements, and legacy in a few paragraphs. Hardly does any of them justice. *sigh*.

     

    Anyhow, keep going. :) Next draft?

    • Like 2
  13. 21 hours ago, wowgetoffyourcellphone said:

    No the patch fixes structree parsing of phase techs.

    Well, actually the patch fixes the structree working out in what order phase techs occur...

     

    On 14/06/2017 at 11:30 AM, elexis said:

    "has more unit trainers than can be supported by the current GUI layout" is because we don't have scrolling yet (last time I checked, had to modify 60 files to rename scrollbar to verticalScrollbar or something).

    It's because the xml only specifies elements for three unit trainers, and now that units-who-can-research and units-with-upgrades (including the pig-which-can-be-set-on-fire) are included there as well... I can't remember why I chose to limit it to three, but four is the most that would be able to fit before we'd need scrollbars on a 1024x768 screen.

    But yeah, ticket #3038. Would like to have another look at that once A22's out the door. (That and the max_size patch I posted to trac ages ago.) Been (slowly) working on a cleanup patch for scrolling generally, might make the implementation of #3038 easier/simpler. (c++ is not a language I'm fluent in.) But I'm getting off-topic.

     

    As requested: https://code.wildfiregames.com/D645

    • Like 4
  14. At a guess: when the foundation is placed, 0ad chooses a variant from each group based on their frequency, and the end result is a combination of these choices (the mesh is chosen from the first group, texture from the third, and so on). If there is no frequency defined for a variant, then that variant won't ever be chosen. When the units in-game reach the foundation and start building, 0ad switches to the specifically named "scaffold" variant in all the groups that have a variant by that name (if a given group doesn't have a variant by that name, then the output from that group doesn't change).

    In the unedited 6x6 foundation file wgoyc pasted above, we can see that the second group has both both an "Idle" and a "scaffold" variant. The first has the eyecandy bricks and piles of wood etc, but the latter does not. So when 0ad switches to the "scaffold" variant, all the eyecandy disappears. The edited 6x6 file works because the eyecandy is in a different group which happens to not have a variant with the name "scaffold" and so is not affected by the switch.

    Essentially, his suggested change based on the 2x2 actor is correct. So just make a patch based on that, and make similar changes to the 8x8 foundation actor.

    • Like 1
    • Thanks 1
  15. @wowgetoffyourcellphone The Chinese Imperial Court depicted in your video uses the 8x8 foundation template (which is also bugged in the same way). Looking at your mod's files it appears that all the fortresses, except those built by Carthaginian, Briton or Scythian units, use 6x6. For which, the changes you suggest should work (at least they do for me).

    (As a further note, I notice you have copies of several foundation actor files in your mod which seem identical to those in 0ad-vanilla.)

    @stanislas69 Do you feel like creating a patch against 0ad to fix this? (And perhaps sort out the inconsistent indenting in the affected files at the same time?)

    • Like 1
  16. 4 hours ago, fatherbushido said:

    There is something wrong [...]

    Spoiler...

    No kidding.

    screenshot0123.png

    Most likely too late to get into A22, but this should solve your problem (I know you already have a copy of this file in your mod):

    diff --git a/gui/structree/load.js b/gui/structree/load.js
    index 1559722..a1710a4 100644
    --- a/gui/structree/load.js
    +++ b/gui/structree/load.js
    @@ -212,6 +212,10 @@ function unravelPhases(techs)
                            phaseList.splice(reqPhasePos+1, 0, myPhase);
                            phaseList.splice(myPhasePos, 1);
                    }
    +               else if (reqPhasePos < 0 && myPhasePos < 0)
    +                       // If neither phase is in the list, then add them both to the end
    +                       // and hope that later iterations will relocate them if incorrect.
    +                       phaseList.push(reqPhase, myPhase);
            }
     
            return phaseList;

     

    • Like 2
  17. The (vanilla 0ad) special/player_gaia template is not set up to inherit from special/player, and thus does not inherit the glory resource's barter multiplier when run in the Delenda Est mod. The template should probably be rewritten so it inherits what it needs.

    Patch: https://code.wildfiregames.com/D591

    • Like 3
  18. D295 (currently waiting on the review and acceptance of D517 (so as to minimise merge conflicts)), splits the Structure Tree code to make it easier to reuse the more generic parts of the Structure Tree code in other gui pages such as (as mentioned as an example in D295's description) adapting the "Civilisation Info" page to load civ/team bonuses, special technologies, heroes, etc. directly from templates which could thus lead to a purging of unnecessary information from {civ}.json files.

    Or, to put it another way, there are already revisions ready to be reviewed on phabricator that lead (in some way) to the proposed outcome, they just need to be reviewed.

    Now, admittedly we will very shortly be in feature freeze in preparation for the next alpha release, so merging of D295 will no doubt have to wait until after. But D517, being a bug fix, could make it in, so long as it is reviewed and accepted in time.

    @wowgetoffyourcellphone: As D517 was created in response to your remarks here, perhaps you would like to review it? Or at least confirm (on phabricator) that it fixes/remedies your problem?

    • Like 2
×
×
  • Create New...