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s0600204

WFG Programming Team
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Everything posted by s0600204

  1. I've created template xmls for the added structures. If someone would like to check them, the pull request is here.
  2. Lion, could you try changing the contents of simulation/templates/special/player_egyptian.xml to this, please: <?xml version="1.0" encoding="utf-8"?><Entity parent="special/player"> <EntityLimits> <Limits> <Monument>2</Monument> <Obelisk>5</Obelisk> <Sphinx>3</Sphinx> </Limits> <LimitChangers> <Monument> <RamessesII>2</RamessesII> </Monument> </LimitChangers> </EntityLimits></Entity>
  3. Actually, the most up to date of the two would be the information available via the civinfo dialog in-game, but neither is particularly accurate. Consider them as an indicator of what will be, rather than what is. Ardiosmanae is, as far as I can tell, a concept rather than a technology, and may eventually be seen as higher food gather/production rates for the celt and brit civs from game start. Possibly. But it hasn't been implemented yet. Oh, and it has never been implemented as a technology: that was something that was intended as an aura (in r13766) before auras were implemented (in r13998) and has since been corrected. Edit: found revisions
  4. Looks good, but unless my eyes deceive me, is the scale off? (ie. a little bit big in relation to other buildings?) Anyhow, with your permission, I'll add the house to the ocelotlazohteotl mod on GitHub, to join other mesoamerican structures.
  5. Very well. The Kushite-Nubians, according to zophim's list, is one of the proposed civs for the Aristeia mod. Lion has provided information and references above about them, and there's also an older thread concerning them. Zophim even put together a rough design specification that can be found in PDF format in this post or M$ Word format in this one. It makes sense to use work that's already been done as a starting point; so unless you have a different african civ you particularly wish to see implemented first, I advise you download one or both of zophim's current design specs (as I don't know if they are entirely identical) the M$ Word version as it's more complete, read though it, and make suggestions. Further african civilisations can be considered once the Kushite-Nubians are nearing completion. Edit: After looking at zophim's design specification documents, it appears the M$ Word version is more complete.
  6. Ah, got it! See leper's changes in r16110, and do the same in your mod with regards to specifying the icons in the base phase techs, and that should solve your issue.
  7. *chuckles* Yeah, looks like the phase list is out of order. There's a bit of code that works out the order of phases. Needless to say, it had a bug. It should now be fixed. Third time's the charm? I wouldn't count this as an outlier - this bug would have popped up sooner or later. Edit: I don't know why the phase icons down the side are missing. Thoughts, leper? Solved.
  8. @Lion.Kanzen: In the section "Learn to Play", on the main menu. @wowgetoffyourcellphone: Typo, should be fixed. Try again? Edit: Correctly spell peoples' aliases.
  9. @stanislas: Ah, now that's relatively easy. The norse civ doesn't have any structures it can build in the city phase. The code is expecting some and is complaining when it can't find any. If you're running SVN/A18, then replace gui/structree/structree.js in your game's files with https://github.com/s0600204/0ad-structree-mod/raw/A18/gui/structree/structree.js and the error should clear. @wgoyc: Does https://github.com/s0600204/0ad-structree-mod/tree/A18-delenda solve your problems? (If you download and install it as a mod)
  10. Hmm... you're trying to do something (in fact two somethings) that the techs in the core game don't. I think I know where my code's going wrong.
  11. If you can't find the time or effort to draft an entire civilisation proposal, at the very least present us with some references or links so that the community can explore this idea more fully. I, personally, would love to expand my world view and learn more about early african civilisation and culture. Tell us, show us, describe to us, provide the community with resources so we can get some idea of what Africa was really like, and no doubt someone will be inspired. As serveurix said above, "tell us more". Edit: The wikipedia link to an article describing the ancient city of Meroe is a good start.
  12. No problem! Glad people like it. Quite possibly. I've been playing around with the aristeia mod locally, getting the egyptian civilisation to conform to zophim's design specification, and part of what he spec'ed is that the user gets a choice when researching city phase - to go for either Rameses or Theban civ traits. And the structree really didn't like the phase-pairing required. I did manage to resolve it, at least for A17 - but I don't run A18/SVN, thus I don't know if my changes are compatible with the work leper did to make the structree work with A18. No doubt we'll make something work...
  13. A flyingsaucer actor and a flyingsaucer_crashed actor currently exists in the 0ADMod's eyecandy repo. (it previously was in Aristeia, but it didn't really fit the timeline there...)
  14. It appears the recent server upset/transistion has left the design documents/civilisation profiles behind on the old server, and they will need re-uploading. I have a copy of the "New-Kingdom Egyptians Profile" *.pdf locally, but seem unable to upload it to the forum, or else I'd start the process. Zophim? Guys?
  15. It's a potential goal, certainly, although not one I had when I started work on the mod. (Deja vu, much? - server failure/transition erased my response... )
  16. Good point. Thank you! Yes, some of the code does duplicate simulation functionality. Some of the logic probably differs, but it comes to a similar enough result. How would I go about running a simulation for the <1 second it takes to load the data? I mean I wouldn't need it running for any length of time, just long enough to populate the JS object that I use to cache the data I need to draw the structree. At one point I did try tracing the match setup scripts to try to work out how they start up the simulation, or call it into being or whatever, but I seem to recall I was discouraged as the scripts seemed to require an initialisation of players before hand. On a similar note, I notice that the {civ}.json files contain information about things like Heroes and Special Technologies that (a.) only seems to be used in the civinfo page, and (b.) might be better loaded straight out the files that describe said Heroes/Technologies in-game. In order to do this, the GUI scripts would require access to an XML/template loader/parser of some form as well as the JSON parser. (Stripping out the duplicated data in those files and replacing them with references to the relevant XML/JSON files is something I've recently been considering.) No problem. I do have a branch in my local git repo that uses the nested repeats (and they are indeed a lot more readable), but I don't have a SVN-based copy of 0AD installed so I haven't had a chance to test it (and I really don't like pushing untested code (or in this case markup) on the community). I'll push the branch to GitHub, and someone can test if for me if they desire (else, I'll wait until A18 drops and test it myself then).
  17. I was looking for a page that describes the default installation location on various systems, rather than the location where the game stores its save-games/screenshots/logs/cache/etc. That said, the page you linked does imply that you can place mods in a subfolder in much the same location, so maybe I doth protest too much. (On a slightly unrelated note, http://trac.wildfiregames.com/wiki/Modding_Guide#Howaremodsused really needs to be updated. "At some point we plan to have a graphical menu for selecting mods.") That doesn't mean the file is actually encoded in utf-8, only that the content within the file should be treated by the parser as if it is utf-8 encoded. The very first character in each of these files appears to be unprintable, which I'm going to make an educated guess and say might be a byte-order-mark, which from skimming the xml rfc I'm going to say isn't required if the file truly was utf-8, and may be partly why my hacked-together parser is throwing a wobbler.Checking the han_china repository, I notice that leper has been and converted the files to utf-8 properly. So problem solved. (And thank you, leper! )
  18. Merry Christmas!1 I have a gift for you all! Introducing (by popular demand) this: Yes, that is the structure/tech diagram. And yes, that is running inside 0AD. (Well, who didn't see this coming?) If you're running A17, you can grab this: https://github.com/s0600204/0ad-structree-mod/archive/master.zip If you're running SVN, (or have a time machine2 and are running A18), you will need this version: https://github.com/s0600204/0ad-structree-mod/archive/A18.zip To use: download the appropriate version, move it to one of your mods folder, see Game Data Paths for the appropriate path, and extract the contents. Rename the resultant folder "structree", start up 0AD, and enable the mod through the interface found through "Tools & Options" > "Mod Selection" on the Main menu. You'll find the structure tree on the main menu under "Learn"/"Learn to Play"3 > "Structure Tree". I would advise disabling all other mods (except the core 0ad one, duh) before trying the mod. Otherwise, make sure it is last in the list of loaded mods. Known problems:On resolutions narrower than 1280px 1360px(?), the entire structree will not fit horizontally on the screen, and the current lack of a horizontal scrollbar means that you can't scroll.Some building names are too long to fit in their boxes. I'm considering removing them and only having them in tooltipsThe structree doesn't like the Rise of the East mod. I like it, it's a great looking mod, but the structree turns its nose up at it. This appears to be because the wallset templates (chin_wallset_stone & chin_wall_*) are encoded in utf-16 rather than utf-8. The fact that I can't use Engine.ReadXMLFile()4 and so coded a crude substitute may have something to do with it as well. Meh. Problem resolved. This now works with Rise of the East fine. Haven't tested any other mods yet. prodigalson and wowgetoffyourcellphone have both got mods that have a fourth phase. I have an idea as to how to support this, but it might not work and I haven't had time to implement/test my theory. Therefore their mods may cause a lot of errors if you attempt to use my structree with either of their mods. Sorry! Anyhow, enjoy, and I hope you have (had) a good day! 1 - Disclaimer: other mid-winter celebrations are available. 2 - Wibbley-wobbley timey-wimey... 3 - While coding, I was using windowed mode in 1024x768 to ease going back and forth, and found that simply adding a new button to the main menu caused an overlap with the box directly below the buttons. So I created a new submenu and moved the original "Learn to Play" and "History" options inside to join my structree. 4 - Because it's not exposed to GUI scripts. Edit: Problem resolved with regards to Rise of the East, and adding in the "Game Data Paths" option in the "to use" paragraph. Edit2: To coincide with recent changes.
  19. Or alternatively have the ability to place foundations upon trees, and have the game force units tasked to build to first clear all the trees blocking a foundation (and only those trees) before being permitted to build the structure for that foundation. Thus, you could build walls through forests without having to deforest the whole area. I agree. Then there's also the fact that once a unit has finished with a tree/mine/bush, the depleted resource just disappears. Anyway, with trees it's either something for the art team (to create new art of fallen trees) or for the graphics programmers (use the same asset, but rotate it round a point near its base so it actually does seem to fall over) or both. With mines, maybe they could be very slowly lowered into the ground as they are exhausted much like structures being built rise out of it. But you're right, these are fairly low on the priorities list.
  20. Maybe there should be an option in the game's settings/options page to set a global default AI difficulty, whilst still keeping the current ability to set the difficulty for each AI individually from the Match Setup page. So, when a player starts a new Match, the AI difficulty is set from the global default (rather than always being 'medium') but the player can then alter a particular AI to a different difficulty should they wish. Also, on systems with more than one AI installed (via mods or whatever) an option to choose the default AI used could also be of worth. It would save (particularly on maps with more than one AI controlled civ) having to set each manually one-at-a-time.
  21. @leper: Fair enough. I know you're busy, so I appreciate you taking the time to do what you've done thus far. @Pureon: Thank you. I took a few artistic liberties, but I'm glad you like it. @wowgetoffyourcellphone: No problem! The reason why structure icons weren't showing up for your mod is because your mod doesn't have 0AD as one of its dependencies, and so 0AD's assets are not included when determining image locations. I've pushed a more up-to-date version of your mod to the live interactable version, at a state after you added/copied structure icons into your mod, so they should appear now.
  22. Thanks, that'll make life a little easier! Out of curiosity, how hard would it be to implement a horizontal scrollbar? (To scroll multiple smallish <object>s within a parent <object>)
  23. Aye, but it appears 'repeat' elements cannot be nested, and so there would still be a lot of duplicated XML; and to minimise duplication, I'd have to go three deep.
  24. Earlier today I pushed some changes to GitHub and also to the live interactable version. The biggest changes are to how the data is parsed... but that happens in the background and is probably not very interesting so I won't go into detail. Of greater interest will be that I've added three more mods that you may activate from the drop-down in the top-right: Amazones by dvangennipDelenda Est by wowgetoffyourcellphone0AD: Ancient Empires by Prodigal SonThe latter two change a lot of the same things and are therefore not compatible with each other. Also, you might encounter problems if you have either one of them and any of the smaller mods active at the same time. I won't prevent you from trying, but... I wouldn't advise it.
  25. Short but sweet! Just one thing (possible spoiler)... Also, I'm not sure if you're working with a newer version of the Trigger component, but on A17 I'm getting warnings popping up... Problems aside, it's a good indicator of the potential to come. Keep it up!
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