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andy5995 last won the day on October 18 2023
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Andy
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https://andy5995.github.io/
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Ticket opened: https://gitea.wildfiregames.com/0ad/0ad/issues/7213
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@RangerKOn Linux, it's '~/.local/share/0ad/mods/user/maps/random' or '~/.local/share/0ad/mods/user/maps/skirmishes' for skirmish maps. I just opened a ticket that suggests adding a section to the wiki that clearly explains how to try/test maps. Also, some maps are put into the community maps 2 mod. That mod you can install from the 0ad mod downloader.
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andy5995 started following Proposal to add water as a resource , rename the "Random" of the "Random" maps? , On Gitea instance, allow pull requests on any fork and 5 others
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I think people new to the game don't understand but will figure it out quickly enough. I like "Dyanamic" the best, but why not a tooltip that offers a minimal explanation? Dynamic or Random doesn't really say anything to a new player. Neither does "Skirmish". Having "Skirmish" as a map type is really pointless, imo. A tooltip that offers a minimal explanation would be good, or just having the explanation appended in the right pane where "Map Type: Random/Skirmish" is displayed.
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@Stan` @ItmsI suggest allowing pull requests on any fork. For example, I was going to help with https://gitea.wildfiregames.com/0ad/0ad/pulls/7075 So I pulled the branch and was going to open a pull request on abian's fork:with-lto branch. On GitHub, when this happens, the user can merge the pull request on his fork. If he does so, the already-open PR (link above) on the main upstream repo gets updated. You can see here i don't have the option to open a PR on his fork. It only allows me to open a pull request on my fork or the 0ad repo:
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So this works, got some help from @Jammyjamjamman and @trompetin17 g_Map.log("Freezing water"); const IceArea = new createArea( new MapBoundsPlacer(), [ new TerrainPainter("alpine_ice_01"), new TileClassPainter(clIce), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround - 0.1, 0), ], stayClasses(clWater, 0)); for (const position of IceArea.getPoints()) g_Map.placeEntityPassable("obstructors/placement", 0, position);
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This is for https://github.com/0ad-matters/community-maps-2/issues/134 This works but I think there must be a better way. It seems crude, and the object (a placement obstruction) covers most, but not all, the tiles. Any suggestions? The usage of createArea() was already in the map script. The new code is the call to createDecoration() g_Map.log("Freezing water"); createArea( new MapBoundsPlacer(), [ new TerrainPainter("alpine_ice_01"), new TileClassPainter(clIce), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround - 0.1, 0), ], stayClasses(clWater, 0)); createDecoration( [ [new SimpleObject("obstructors/placement", 1, 1, 0, 0)], ], [ scaleByMapSize(600, 1800), ], stayClasses( clIce, 0, ) );
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Death Canyon, a random map included in the community-maps-2 mod. It's generated from the heightmap of the skirmish map of the same name.
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Carthage: New Beginnings (Campaign)
andy5995 replied to SciGuy42's topic in Scenario Design/Map making
@SciGuy42Pretty complex! Sweet! When I tried the first two, I got an error "JavaScript error: maps/scenarios/Carthage_2.js line 1248 cmpPlayer.GetCiv is not a function" You wanna do a PR to add these to https://github.com/0ad-matters/community-maps-2 ? -
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Thanks. I opened an issue. @Jammyjamjamman noticed recently that fields can't be constructed on ice. I wonder what the difference is between fields and other objects that get constructed.
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There is a mod that adds water as a resource but it hasn't been updated since a22 https://github.com/0ad-matters/resource_water which I forked from https://github.com/0ADMods/resource__water