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Posts
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Joined
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Days Won
9
Everything posted by andy5995
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Because ideas can be consolidated and organized. For example, imagine if all the civ names that were suggested in this thread were in a single list, and you could could strikethrough all the ones that won't be considered, and eventually delete them. And people could simply add more names to the list until final decisions are made. On that document, if you highlight some text, you can create a comment thread, so you can essentially have threads for specific items that require discussion.
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When I click the wiki link, it just reloads the github repo main page. Seems to me that using something like CryptPad would be more suitable (imho).
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Can the 0AD engine support a resource like the Vespene Gas mines from StarCraft? (You can't actually use the mine until you build a refinery on top of it)
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I wonder if it would be best to continue using svn for the handling of binary assets, and how well it would work to use an svn repo as a git submodule (There are some results when I search "using svn repo as git submodule"). Some of the original quote is missing here, but to the question of whether or not maintainers can edit pull requests: on GitHub as well, it can be done. On a GitHub PR, there's a default option: also, when reviewing the PR(diff), maintainers, or even reviewers with no write access can insert a suggestion, and then the original submitter can click to commit the suggestion. I haven't worked with submodules enough to form an opinion yet whether or not subs are are PITA. I struggle with sometimes just because I don't use them regularly and forget some of the basic git commands for using them. Based on the little experience I have with them so far, I'm of the opinion they should generally only be used -- and it's when they're most practical to have them included as submodules -- if they are completely independent of the project, such as third-party libraries (although there are exceptions). For anyone that hasn't worked with submodules yet, you might want to check out the SuperTux project and follow their instructions for fetching the submodules and building the project. As for pull requests on GitHub, if anyone wants to experiment or practice, feel free to make a pull request on community maps 2. You can just edit any file and add "Hello World" and make your pull request. (Gitlab PRs are pretty similar, as far as I know.) And of course you can also make practice PRs on your own repo, or other repos that already exist for that purpose.
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If anyone is looking for ideas about new mods, here is one that was made for MegaGlest... 2D war that takes place all on a sheet of notebook paper: Paper War Video
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boongui is now available as a package from the Arch user repo
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@Feldfeld,@Langbartfixed up the map preview and added some tips and links about generating map previews.. https://github.com/0ad-matters/community-maps-2/pull/25
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Delenda Est is now available from the AUR (package for Arch/Manjaro users)
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@FeldfeldI added them to the repo and they'll be included in v0.25.9. As for the Alpine Mountains map preview, like you, I had a problem generating a map preview. This was the best I could come up with, but I included it anyway because it's better than a pink square...
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This is a new random map created by me and @Jammyjamjamman Map Demo video: Jammy's Despair The size, depth, and borders of the lakes are generated using random numbers. Some lakes are shallow enough that units can cross the lake without any difficulty or wetness problems. The map will be included in v0.25.9 of Community Maps 2.
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@nifa, minor problem with the map. Could you have a look at @Langbart's comments on PR 21 please and let us know what you'd suggest...
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@Feldfeld, you wanna add this to cm2, or would you rather keep it separate for now?
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I actually never saw the original movie until last year. But in the mid-eighties (when I was about 12), my brother and sister gave me this book for Christmas:
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I released v0.25.8 yesterday. It's available in the usual locations, but additionally now also available from the Arch User Repository (AUR). Note that it won't appear in the 0ad mod menu unless you have also installed 0ad from the Arch/Manjaro package manager as well (the mod gets installed to /usr/share/0ad/data/mods).
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Thanks @sarcoma modio must be changing something automatically. @ValihrAnthelped me troubleshoot and I did some testing with @Palaiologosearlier. I'm going to do a new release tonight that just replaces the hyphens with underscores.
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What's the folder named when you install it? When I install the mod, the folder is named 'community_maps_2', which is the same as the mod name: { "name": "community_maps_2", "version": "0.25.7", "label": "Community Maps 2", "description": "A collection of maps made by players and fans of 0 A.D. and shared publicly.", "dependencies": ["0ad>=0.0.24"], "url": "https://github.com/0ad-matters/community_maps_2", "type": "maps" } I created it using ./pyrogenesis -mod=community_maps_2 -archivebuild=/home/andy/.local/share/0ad/mods/community_maps_2-git -archivebuild-output=community_maps_2-0.25.7.pyromod -archivebuild-compress
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Apparently it's usually impossible for people to connect while this mod is being hosted. Sometimes it works and sometimes it doesn't. Mostly it doesn't. The error message is about incompatibility, even when the mods and versions are an exact match. Anyone know how to fix?
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Yes, that seems to work for most everything else, but when using avoidClass with the PathPlacer function, it seems to simply not place the path at all if it encounters the object you want to avoid. See my comment on this PR
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Coincidentally, @nanimade a random map named Dune, based on the original movie, if I'm not mistaken.
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Yeah, I definitely agree. After spending several hours trying, we haven't worked out how to make the roads go around hills, mountains, and shoreline yet. Thanks. And actually, as shown in the screenshot, the gap between players' bases changes based on the number of players and size of the map. This is 2v2 on a Medium map.
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I narrowed the roads a bit, and now some large mines are placed near the territory border of each player on maps greater than or equal to Medium size. These changes will be included in the next release. P.S. The different styling of the road in this screenshot doesn't have to do with any other change except for this is the temperate biome and the other screenie was the autumn.
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New random map created by me and @Jammyjamjamman, adapted from the Corinthian Isthmus 2v2 skirmish map. Available in v0.25.7 of CM2. Bases start with 1000 stone and 1000 metal next to their CC instead of 5000/5000. Mines are placed randomly but so far, they seem to be available very close to the territory borders. I'll make changes if necessary.