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Everything posted by nani
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delete/backup all autociv user.cfg entries restart 0ad, see if it works
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- building hotkeys
- visible corpses limiter
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I don't know much about snap folders so not sure
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This can only select one thing (template name): hotkey.autociv.session.entity.select.barracks = "Ctrl+X" To select with filters (meaning it starts with "by." prefix ) hotkey.autociv.session.entity.select.by.class.Farmstead|Fortress = "Ctrl+F", "Ctrl+Shift+F", "Ctrl+Shift+F", "Ctrl+G" if this doesn't work it means Farmsted and Fortres class does not exist (I haven't tested using "by" filters with buildings though maybe they just don't work)
- 492 replies
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- building hotkeys
- visible corpses limiter
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@Stan` @Angen @Freagarach @Nescio
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version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new meta, with elephant stable and arsenal building having more prominent positions in the keyboard Building hotkeys Building selection Mods compatibility Made it easier to have add special dynamic mod filters and be compatible with multiple mods @badosu @go2die look at file for more info. gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js
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- building hotkeys
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Technology Positioning in GUI
nani replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
What if there are two rows of units?- 7 replies
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- javascript
- xml
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(and 1 more)
Tagged with:
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user.cfg or options->hotkeys
- 492 replies
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- building hotkeys
- visible corpses limiter
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No permissions to view
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No idea, ask in irc-dev they might know reason (som random change?)
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Very interesting, could you link to where that decision was made?
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see autociv/gui/gui.d.ts for more /** * Save a config value in the specified namespace. If the config variable * existed the value is replaced. * @param namespace - Configuration namespace * @param key - Name of the value * @param value - Value * @returns True if successful */ function ConfigDB_CreateValue(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string, value: string): boolean /** * Remove a config value in the specified namespace. * @param namespace - Configuration namespace * @param key - Name of the value * @returns True if successful */ function ConfigDB_RemoveValue(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string): boolean /** * Write the current state of the specified config namespace to the file * specified by 'path' * @param namespace - Configuration namespace * @param path - File path (file name included) * @returns True if successful */ function ConfigDB_WriteFile(namespace: "default" | "mod" | "system" | "user" | "hwdetect", path: string): boolean /** * Write a config value to the file specified by 'path' * @param namespace - Configuration namespace * @param key - Name of the value * @param value - Value * @param path - File path (file name included) * @returns True if successful */ function ConfigDB_WriteValueToFile(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string, value: string, path: string): boolean
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????¿??
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The building doesn't know what you want to train, you must first train some units and then if autotrain is enabled for that building it will autotrain them again. (saying it will start to trains the same units again)
- 492 replies
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- building hotkeys
- visible corpses limiter
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- 492 replies
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- building hotkeys
- visible corpses limiter
- (and 9 more)
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[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
Problems it solves: - No corpses Problems it adds: - Blinking in the minimap would be clutter and hard to notice (very small) - Blinking circle in the ground would be out of place and would still not tell you what kind of unit died - Would be uglier than some random corpses disappearing and the least realistic option -
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the mod is crashing 0ad when opening the map browser and chanign pages -> probably bad map preview file?
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Look at the first function in gui/gamesetup/SenRegisterSatnza~autociv.js You only need that.
- 492 replies
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- building hotkeys
- visible corpses limiter
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Yeah, the problem is to how best define the order and make it customizable. I'm thinking about giving the option to define the same hotkey as config option and then let the user write what other buildings wants to cycle between and the order. Probably not too difficult but don't want to hardcore things if possible
- 492 replies
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- building hotkeys
- visible corpses limiter
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[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
So how would these 2d icons look like (you can do some photoshop demo so I can get an idea) -
[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
ezgif-7-301f82f6ff0b.webm @vladislavbelov ezgif-7-301f82f6ff0b.webm -
[POLL] Corpse Removal Option
nani replied to Stan`'s topic in Game Development & Technical Discussion
But people want to see the corpses not 2d icons. What's is worse than inconsistent visual effects is playing with literally 1 fps when there are big armies fights. :L -
Just so you know I JUST noticed this problem myself hours before and fixed it, will update some time later this week. Technical reason: when you save in hotkey editor it removes unused hotkeys from user.cfg but then at restart autociv checks for missing hotkeys then adds them with a messsage. Ideally the hotkey editor should just leave mod hotkeys in user.cfg but as empty string (as in alpha 23) seee: https://trac.wildfiregames.com/ticket/6093
- 492 replies
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- building hotkeys
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That sounds very plausible (Engine.IsHotkeyPressed) is used very much in gui/session/ for interface