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Posts
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Everything posted by andy5995
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It looks disabled to me. It can't be changed in the case I mentioned (see screenshot in first post). Therefore, from my point of view, the tip should not state that it can be toggled.
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Or hide the tip that states that it can be toggled, in cases like that when it can't be toggled.
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At the game set-up screen, local match, custom map. No option to turn cheats off, even though on the left, it says "toggle the usability of cheats."
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@LangbartIt's been suggested before to add this feature to the game, but it was rejected. There was a ticket created and then closed The link you gave is on a fork of the main repo. There's an open pull request for it at https://github.com/andy5995/CartographyMode/pull/7 . We've been side-tracked for a couple weeks but were planning to do some testing of that patch very soon, then merging it, probably within the next few weeks. After that, I'll submit the update to Itms and mod.io Anybody who wants to test the code as-is and leave feedback on the pull request is encouraged to do so. We'll take any comments into consideration before finalizing the patch. Thanks for your suggestion. I'm glad you like the mod.
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[a25]Unable to click the Exit button on Main menu
andy5995 replied to andy5995's topic in Bug reports
The menu shows up correctly when I set to 1.4, which will work just fine for me. I set it to 1.5 before I had cataract surgery last October, so I can see things a lot better anyway. -
I'm at revision: 25402 (a25) I'm not able to click the exit button on the main menu. It appears, but not clickable. In my user.cfg, I have gui.scale = "1.5" which I'm sure is related. I'll attach a screenshot... This is how it looks in a24 (which works) And in a25
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atlas Can a bridge over land be made using atlas
andy5995 replied to andy5995's topic in Scenario Design/Map making
Thank you for the offer @SSplat. That's just a pic I found with an image search. My intention was to post an example, but I didn't have any specific bridge in mind. And I see from this thread that the engine code used to find paths would not be able to distinguish from the top of the bridge and the ... underneath of the bridge -
Upgrading a23 skirmish maps to be compatible with a24
andy5995 replied to andy5995's topic in Scenario Design/Map making
@LopessFirst use the python script as mentioned in the first post. Then use the 7 scripts I've attached, that are based on the 7 patches mentioned by @Nescio None of these 7 scripts require an argument. Just use sh D????.sh Each script will look in a "maps" directory relative to your current directory, and change all maps it finds. There will be no messages output by the scripts (unless there's an error). D1009.sh D1010.sh D2234.sh D2254.sh D2774.sh D3012.sh D3097.sh -
Bug filled map but its okay I guess
andy5995 replied to SSplat's topic in Scenario Design/Map making
I tried migrating this map for a24 but there are still some missing unit/structure messages when it loads. Here's the (incomplete) update... @SSplatYou mentioned bugs in your OP, what exactly are you running into? YingYang.xml YingYang.pmp -
atlas Can a bridge over land be made using atlas
andy5995 posted a topic in Scenario Design/Map making
As Atlas is a 3D editor, can a bridge over land be made using Atlas? Something like this? -
skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 replied to andy5995's topic in Scenario Design/Map making
Thank you for the feedback everyone! @badosuI made some changes to the map, chief among them: widening all the paths. I've added a 2v4, 3v4, and 4v4 version to the GitHub repo (Cliffs_of_Carnage_xvx_xp.xml, etc) -
Practicing more with Atlas, I made this spiral mountain path. Ideally it would go around the mountain 2 or more times... but this is good enough for proof of concept, if any map-makers are looking for ideas...
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What do you think about adding Roman turtles to the Romans civ? This is an example from the MegaGlest game.
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@wraitiiticket 6096 created
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This video shows a lot of rams bunching up around houses, not destroying the houses and ignoring a nearby CC. Seems as though they are a bit confused trying to destroy the tower. This was a game me and Jammy played against the AI. The rams around the houses are the AI, enemy combatants. I'm blue, the houses are mine. Video and replay attached. 1315217833_rams_a24_AI_2021-03-0614-20-39.mp4 2021-02-26_0002.zip
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A ticket I just opened (6084) I wonder if it would be a nice or interesting feature if buildings could have an extra attribute set. For example, a Roman military camp could only produce siege units if it is fully garrisoned, or the speed of unit production were based on how many units were garrisoned in the building (i.e. unit production is faster if fully-garrisoned, half the speed if half-garrisoned). I don't think it would be a good idea for all buildings, but maybe it would be a good compromise for units such as the Roman military camp?
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@mysticjimIn your user.cfg file, you can add `gui.scale = "1.25"` to increase the size of everything, including the icons.
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Upgrading a23 skirmish maps to be compatible with a24
andy5995 replied to andy5995's topic in Scenario Design/Map making
I've noticed too that when editing the xml directly and removing the civ names, everything is fine. Then I open it in Atlas, make no changes, and click save. The civ names return. -
Upgrading a23 skirmish maps to be compatible with a24
andy5995 replied to andy5995's topic in Scenario Design/Map making
I ran all of these scripts. So far the only things I've noticed are a missing bench ERROR: Failed to load entity template 'other/bench' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/other/bench.xml" (which I couldn't figure out how to fix) And the civs can't be changed from the game setup menu. When I uncheck the player name and civ from within Atlas, changes to the civ name are not saved. -
Upgrading a23 skirmish maps to be compatible with a24
andy5995 replied to andy5995's topic in Scenario Design/Map making
Thanks. I also want to give it some thought and see if it could be done with something like find . -name '*' -print -exec sed -i 's/gaia\/tree\/cretan_date_palm_tall/replacement-text/g' {} \; to fix all the files at once. I'll take a closer look later. -
When I reported on IRC that my skirmish maps weren't working, @Stan`gave me a link to this script https://code.wildfiregames.com/P232 I've attached the python script it to this post. python3 <scriptname> <version> <path> The correct version to use is "7". For the path, I used "." (single dot) while in the directory containing my custom skirmish maps. After that, you may have to edit your xml. I still get errors such as the following when opening most maps into Atlas 0ad-map-upgrade-20210222-01.py
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I tried out some planes. They don't seem to respond well to the move command. Initially they'll move right away, but after that, they kind of fly around in circles before moving to a spot that's been selected and don't stay in one place when ordered to. But I'll experiment more; maybe there's something I missed. This test map I made is a 2v5 game on a modified Red Sea skirmish map. P1 and P2 have 5 planes each, and 2 players on the opposing team also have 5 planes each. air_unit_test_01.pmp air_unit_test_01.xml
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@Stan`, what @Carltonussaid. And for extra trivia, "morph" is derived from the English word metamorphosis and in French I believe it's "métamorphose".