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Everything posted by elexis
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You're saying that ought to be fixed before a re-release even if it delays by another 3-7 days?
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I never worked with .DELETE but it sounds like a hot topic in at least two ways.
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Getting the first post / Getting the second post
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fgod-mod (for 0 A. D. A23) fully compatible with 0 A. D. players
elexis replied to ffffffff's topic in Game Modification
Bananas and Apple Juice. -
Filter compatible savegames checkbox. The error says it can't read gameSelection, so either someone messed with that gui page or some other GUI page is shown on top of that page so that it can'T access the element. Unlikely 0ad error. let gameSelection = Engine.GetGUIObjectByName("gameSelection"); Do you have that error withotu the mod too?
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We'll go through the ReleaseProcessDraft again. It's suspended until we're settled with the rerelease.
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(Edit: There was a modding/nodding typo)
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Yes. Should also fix the player disconnects upon gamestart and OSX lobby crash.
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It mostly ended at the part where arbitrary become able to setup the game.
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A23 - Connection lost just before the game starts
elexis replied to HMS-Surprise's topic in Bug reports
#3700, plus that diff on Phabricator by causative -
The aim is to test the strings, not the functions? Not sure. Loading all strings has to be done in both cases but we only need to create a CGUIString of each loaded string, so it seems less effort if we wanted to ensure that all strings contain only valid gui tags if they contain the special characters? (There is still no pattern that predicts when strings are escaped though)
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What's the benefit of rendering them? I don't think all strings that we have fit in a single page, also consider the cost of controling all of them manually, whereas a script can be ran from commandline and gives you almost instantly the results.
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Indeed we need the very first error. I assume that either an alpha 22 mod is enabled for alpha 23, or that some leftover files exist in the mods directory https://trac.wildfiregames.com/wiki/GameDataPaths
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In singleplayer and replays, hit Alt+D and disable the camera restrictions. You can also zoom in a lot, change the camera orientation to look over the shoulder of a unit, press the follow-unit hotkey (F) and then order the unit around while the camera remains behind the unit. You can change the zoom levels and other camera options in the user config file too. https://trac.wildfiregames.com/wiki/HotKeys https://trac.wildfiregames.com/wiki/GameDataPaths
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We can use it as a reoccuring reminder that this resource copied delenda est techs has to be removed from that asian civ.
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Just calling the C++ function that parses all string should be sufficient. Eh, you might be right that all strings end up in places that actively look for these gui tags. But there are still some differences. Some of the strings may use [ and other tags because they receive escapeText(), others don't. (right?)
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Why does this thread even exist? We have found the cause of the bug already in the other thread, just noone committed the fix.
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You created the image to be committed, no?
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The author should commit his work.
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Those are still the same warnings you reported last time, no?
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Not sure if we can write a script to detect that. Some strings are used in GUI objects, others aren't. Those that aren't may use unescaped symbols, right?
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First the map is created in atlas, units and buildings placed, then a game is started in which all units receive their orders, then the path is created in atlas. Then the replay is played with the cinematic path enabled. You can do the same without cinematic paths and just record a replay.
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One could investigate if the sending or receiving is the slow part. The lobby bots are not involved with chatting at all, thats ejabberd.
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Vladislav, The Undying Nephalim, about the perspective cinematic trailer, I noticed the distorted perspective in regular games too. I think the openGL view is tuned for a fixed window ratio, like 4:3, but if we use a different ratio it will appear broken. Try to resize your window to something like 1000*350 and rotate, it will appear messed up. In case you want to render it more consistently, you can use the screenshot rendering hack here https://github.com/elexis1/0ad/tree/trailerhacks_a23 which allows you to render with a fixed FPS rate independent of the CPU and GPU lag. Needs compiling of the program however. (And the JPEG support doesn't work on windows yet, so the JPEG commits would have to be excluded there. Hopefully going to be merged next release.)
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You mean the match setup screen doesn't even show up or just noone joining?