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crazy_Baboon

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Everything posted by crazy_Baboon

  1. Hi all, I have just released version 1.0 of the Afrika map (after 4 years in standby). Basically, civs are forced to go to Africa since it is the only place where there is metal and stone (see screenshots). These resources are lumped together so, who controls these regions wins the game. I have attached some screenshots of the map. It is a huge map, so details cannot be seen at these scales. Try out this map in https://github.com/crazyBaboon/0ad_geo_maps Let me know what you think of it! Cheers
  2. Hi all, I recently updated my old "South_East_Asia" to be able to run on new 0ad releases. I tested it on the 26 Jan build (revision 28018), and it works for me! Here how it looks like: Download the map and see more screenshots at https://github.com/crazyBaboon/0ad_geo_maps Let me know what you think!
  3. On Linux, I added the line "gui.scale=2.0" to the file "user.cfg" inside the directory "/home/username/.config/0ad/config/" On MS Windows, I don't know where that file "user.cfg" is, but u gotta find it and edit it! ps: Note that .config is a hidden folder, so you need CTRL+H to view it on a Linux file browser.
  4. I used gui.scale=2.0 and it works now fine!
  5. How is the support for HDPI coming along on 0ad? In my laptop i get this home screen with super tiny icons: the worst part is that the mouse is misaligned with the UI buttons. My laptop screen i believe is 240 DPI. I am running Linux: OS: openSUSE Tumbleweed Kernel: 6.3.1-2-default Resolution: 2880x1800 GPU: Intel TigerLake-LP Thanks!
  6. I have successfully setup LMDE on a VirtualBox and installed 0.0.23 using 0ad/bullseye there. Thanks!
  7. Hi, I am trying to go back a little and enjoy Alpha 23b as this is my favorite release. I have downloaded data and source code from https://releases.wildfiregames.com/. First step: cd 0ad/build/workspaces ./update-workspaces.sh -j3 is successful. However, when i do cd gcc make -j3 I get the following error: ==== Building mocks_real (release) ==== ==== Building network (release) ==== ==== Building tinygettext (release) ==== ==== Building lobby (release) ==== ==== Building glooxwrapper (release) ==== ==== Building simulation2 (release) ==== ==== Building scriptinterface (release) ==== ==== Building engine (release) ==== JSInterface_Network.cpp CConsole.cpp GameSetup.cpp HWDetect.cpp Globals.cpp Hotkey.cpp In file included from ../../../source/ps/KeyName.h:22, from ../../../source/ps/Globals.h:23, from ../../../source/ps/Globals.cpp:19: ../../../source/lib/external_libraries/libsdl.h:32:11: fatal error: SDL.h: No such file or directory 32 | # include "SDL.h" | ^~~~~~~ compilation terminated. But i have libsdl2-dev installed on my Linux Mint system. Any idea why this is not working? Thanks!
  8. IMHO it should be far easier to choose what entities are drawn on the Minimap. I feel that the minimap is sometimes too cluttered with layers that are too distracting.
  9. Thanks So far I came up with: if you guys like this uncluttered map layout leave your +1, so i know it is worth working on this, in order to push it to mainstream 0ad. Maybe this mode could be activated using the toggle button on the corner of the minimap?.
  10. @Langbart Thanks! I wonder how to disable the food and wood entities on the minimap? I find them quite distracting and have very little use. What I have tried: I tried tempering with binaries/data/mods/public/simulation/templates/template_unit_fauna.xml section <Minimap>, but there is no option for transparency. Also, If i delete the section <Minimap>, I get white entities on my minimap that correspond to the food entities.
  11. I figured out this must be in MiniMapTexture.cpp.
  12. Hi, I am trying to change the default colours of the minimap (see figure below). For example, using GIMP one can find the colour of the water to be (R-80, G-120, B-160). How can I change that to a different value?
  13. @SolarEagle Yep the ,map development is still active, i have just come back to it! Have you manage to play it in A25?
  14. Hi, I have been playing a rated game against a player (ilisos), and we had a nice fight for 30 min, but i lost. Unfortunately I clicked the exit button rather than the Resign button, which means he did not get any extra (well deserved) points. To try and remedy that, I set up a quick rated match with ilisos and I resigned immediatly. It did not work. I don't think he got any extra points and i only have 2 losses (it should have been increased to 3 losses). So, I don't know what is going on... Any ideas on what is happening? Thanks!
  15. Thanks @Stan`! While we're at it: i cannot start the map editor either on A25, it fails to initialize.
  16. Hi! I am trying to run my custom map South East Asia, I placed the South_East_Asia.pmp and South_East_Asia.xml files inside /home/pinto/Documents/0ad/binaries/data/mods/public/maps/scenarios but i am having problems. When i load the map, Alpha 25 segfaults and displays the following message on the terminal: $ ./pyrogenesis TIMER| InitVfs: 23.8332 ms Writing the mainlog at /home/pinto/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 18.8077 ms Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 79.267 us TIMER| resource modules: 521.016 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 0 c (0x) tc_png_decode: 0 c (0x) tc_dds_transform: 0 c (0x) tc_transform: 0 c (0x) tc_plain_transform: 0 c (0x) tc_ShaderGLSLLink: 0 c (0x) tc_ShaderGLSLCompile: 0 c (0x) tc_ShaderValidation: 0 c (0x) xml_validation: 0 c (0x) ----------------------------------------------------- TIMER| shutdown misc: 464.88 us TIMER| InitVfs: 1.52447 ms Writing the mainlog at /home/pinto/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 28.6992 ms Sound: AlcInit success, using OpenAL Soft UserReport written to /home/pinto/.config/0ad/logs/userreport_hwdetect.txt TIMER| RunHardwareDetection: 88.3513 ms TIMER| write_sys_info: 16.2818 ms TIMER| InitRenderer: 77.209 ms TIMER| ps_console: 18.4001 ms TIMER| ps_lang_hotkeys: 3.15225 ms TIMER| common/modern/setup.xml: 22.1338 ms TIMER| common/modern/styles.xml: 429.563 us TIMER| common/modern/sprites.xml: 2.51888 ms TIMER| common/setup.xml: 1.15458 ms TIMER| common/sprites.xml: 3.55792 ms TIMER| common/styles.xml: 351.972 us TIMER| pregame/backgrounds/: 3.19199 ms TIMER| pregame/sprites.xml: 375.72 us TIMER| pregame/styles.xml: 159.873 us TIMER| pregame/mainmenu.xml: 418.89 ms TIMER| common/global.xml: 665.619 us TIMER| common/modern/setup.xml: 172.125 us TIMER| common/modern/styles.xml: 133.655 us TIMER| common/modern/sprites.xml: 1.41471 ms TIMER| common/sprites.xml: 537.27 us TIMER| splashscreen/setup.xml: 1.37744 ms TIMER| splashscreen/splashscreen.xml: 24.0375 ms TIMER| common/global.xml: 273.046 us TIMER| common/modern/setup.xml: 147.096 us TIMER| common/modern/styles.xml: 115.492 us TIMER| common/modern/sprites.xml: 1.02008 ms TIMER| common/setup.xml: 299.342 us TIMER| common/sprites.xml: 560.042 us TIMER| common/styles.xml: 92.851 us TIMER| loadgame/load.xml: 138.126 ms TIMER| GetSavedGames: 11.786 ms TIMER| common/modern/setup.xml: 201.056 us TIMER| common/modern/styles.xml: 184.124 us TIMER| common/modern/sprites.xml: 1.84496 ms TIMER| common/setup.xml: 357.055 us TIMER| common/sprites.xml: 710.648 us TIMER| common/styles.xml: 115.152 us TIMER| loadgame/load.xml: 17.2758 ms TIMER| GetSavedGames: 3.311 us TIMER| common/modern/setup.xml: 285.538 us TIMER| common/modern/styles.xml: 251.378 us TIMER| common/modern/sprites.xml: 2.36145 ms TIMER| common/setup.xml: 468.513 us TIMER| common/sprites.xml: 866.208 us TIMER| common/styles.xml: 157.26 us TIMER| gamesetup/setup.xml: 96.823 ms TIMER| gamesetup/styles.xml: 253.182 us TIMER| gamesetup/gamesetup.xml: 196.291 ms TIMER| common/global.xml: 272.361 us Writing replay to /home/pinto/.local/share/0ad/replays/0.0.25/2021-05-17_0001 terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed' what(): Could not load terrain file - too old version! Aborted (core dumped) Am I doing something wrong? Thanks! Version of Alpha 25 is the most recent from the github mirror.
  17. One good reason to implement falling trees: consistency. We already have falling animals, so why not trees? We could start with some specific trees, and then improve from there...
  18. Hi, I was wondering if the implementation of a auto-explore function is feasible and if there is any work going on this direction? I found this: but this thread is too long and is pretty much dead! Would anyone but me be interested in this auto-explore feature? Thanks!
  19. it would only add to the realism of the game! But I agree, point 2 is probably a bad idea...
  20. Fair enough, we would need to crate some stumps, which i could try that in Blender, as I am ok with Blender 3D. Could we have pre-made animations like @wowgetoffyourcellphone suggested?
  21. Thanks @wowgetoffyourcellphone, It still rocks and it is great eye candy, IMO. Perhaps it would be too much of an hassle to implement people dying from falling trees...
  22. Thanks @Stan` Not quite. For example, in minutes 7:16 - 7:30 it is possible to see how falling trees are handled by AoE 3. Quite nice technique and no need to implement/add art for roots!
  23. Hi, I am wondering how to implement the following: 1) When a player cuts a tree, the tree will fall in some direction. Has any work on this been done? What technology would it be required to implement these two features (C/C++, JavaScript...,)? What would be the best way to start? Thanks! EDIT: Previously, there was a point 2): 2)the tree could kill units while falling, that would have to run away from the falling tree. But this is probably a bad idea so i removed it...
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