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Langbart

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Posts posted by Langbart

  1. 19 minutes ago, ffm2 said:

    I will not update this mod as I think boonGUI mod can replace it.

    Ok, I will make it compatible with A25 tomorrow and also add some features I implemented for @mysticjim's custom mod (NROC).

    @ffm2 your mod was the one I experimented with first when I started making mods for 0AD. Thanks.

    • Like 1
  2. 22 hours ago, Gurken Khan said:

    Didn't the round CCs finally get indicators in a24 when produced units get garrisoned within it? (Kinda like in the right part of the pic.) Or should I put that on my wish list for the next version(s)?

    The issue is known:

    • #1045 - Rally point flags are hidden inside of large obstacles (16/Dec/11)

    The flag exists, but is hidden inside the building. 

    Unrestricted_camera.thumb.jpg.61c51a66fbb0e0177f24b72f9454ffd4.jpg

    • Thanks 1
    • Haha 1
  3. 10 hours ago, sarcoma said:

    @mysticjim: what mod are you using? with stats on top and pretty colors?

    The idea comes from the visibility mod by @ffm2. It's a hack and may not work on some scenario maps, but it's great for lobby games that are mostly taking place on skirmish and random maps.

    Starting at changeset 25634, mods like this no longer require the lobby compatibility hacks of @nani . So the mod should work fine with A25 in lobby games.

    vividcolors.jpg.ef4cc6c7a4fd9dbf56946a6b20c2f593.jpg

    vividcolors.pyromod

    • Like 2
    • Thanks 2
  4. 1 hour ago, maroder said:
    • Catapult: Have all catapults this flaming projectile?
    • - Don't know to be honest, but would that matter that much? Nah, go with your pic.
    • Fishing: Can the fish swarm be more noticeable, its barely visible from this angle.
    • - maybe the one from DE is better? It would work, but the pic from DE is a bit old, the fishing boat from the Mauryans include a fisherman now.
    • Forge: I would just show one forge, the most beautiful one.
    • -which one? Mauryans
    • Autoqueue: Not a fan of these arrows, do not fit well in there.
    • Resource counter: Not a fan of these arrows, do not fit well in there.
    • -so just without arrows? Yes, if you need an arrow then just include the default cursor.
    • autoqueue_blank.png.6096f79f6fbd55e61d33483156cba584.png.e2fa5325d4c0f02cfc5201db72a0f932.png

     

    1 hour ago, maroder said:

    About the Experience trickle: Would be good to just include it in the Baracks, stable and elephant stable pictures.

    Right, depicting all 3 structures. D3994 is already accepted should be in for A25. 

    1 hour ago, maroder said:

    Thinking about either adding tips for all the biomes or removing the savanna one. Opinions?

    Also thinking about including only one tip for the formations.

    Yes, one generic tip for formations, biomes and heros instead of individual tips.

    48 minutes ago, Stan` said:

    There is a thread about a redesign somewhere.

    The patch D1730 (4/Jan/19 - Scroll through loading screen tips) is old but still works.

    • Like 2
    • Thanks 1
    • Looks great, add it to the game:
      • Snapping
      • Territory decay
      • Triremes
      • Roman army camp
      • Carthage Sacred Band
      • Embassies & Mercenary Camps
      • Gathering
      • Kush Pyramids
      • Outposts
      • Palisades
      • Quinquereme
    • Looks good, but:
      • Catapult: Have all catapults this flaming projectile?
      • Experience trickle: The picture on the right, but I would include the "Experience Status bar" ( see Options--> Game Session)
      • Fishing: Can the fish swarm be more noticeable, its barely visible from this angle.
      • Forge: I would just show one forge, the most beautiful one.
      • Map Flare: The one on the bottom, but I would remove that little black bar below the minimap.
      • Autoqueue: Not a fan of these arrows, do not fit well in there.
      • Resource counter: Not a fan of these arrows, do not fit well in there.
    • Missing, will those be updated as well? (Link to the current pictures)
    • Deleting (Either all heroes have a loading tip or none.)
      • Viriato
      • Themistocles
      • Pericles
      • Iphicrates
      • Syntagma (The image still exists but there is no text, so it won't be displayed you could delete it when making the patch.)
    • Ideas from Delenda Est mod (including Link to the image)
    Spoiler
    • Optional: Ideas from the wiki/FAQ page
      • see under "Contributing" or "Gameplay" e.g.
        • How are the total, economy, military and exploration score calculated?
        • Does the game have cheat codes?
        • How can I change the maximum/minimum camera zoom?
        • How does capturing work?
        • Can you make groups of units?

     

  5. On 02/05/2021 at 5:11 AM, andy5995 said:

    @wowgetoffyourcellphonecould you open a ticket on the repo and ping "Jammyjamjamman"? He does all the coding for it.

    Hey @andy5995, do you think "Jammyjamjamman" wants to make a patch on Phabricator with his creation? He seems to have put some work into it and I fear it may end up in the graveyard if not added to the game?

    https://github.com/Jammyjamjamman/CartographyMode/tree/feat/a25-support

    • Like 2
  6. 3 hours ago, mysticjim said:

    I'm focusing on website, forum and Twitter/Reddit/Facebook and Insta. 

    Recently a YouTube video was posted here by @Lion.Kanzen, the video is called Top FREE Games: First Look - 0 A.D. (29/Apr/21). In this video, a user goes through the site and takes a look at the game. He does pretty much the same thing I did after discovering 0 A.D.: he collects information from play0ad.com. Are there any plans to update outdated information on the website, such as "Game Info" (Features, Factions), "Media" and "About" (The Story of 0 A.D.)?

    • Like 1
  7. 4 hours ago, marcelusmaximus said:

    Ok just writting this i was doing a game, i got the problem again so i got into forum to see if there was any change. Someone of game recommended using cable. i did it. It worked. Just wanted to dissmiss this as a problem I might have between Router and Computer when I connect via WIFI. Using Ethernet Cable works fine. Sorry for the false alarm.

    Could you check your router which WPA mode you are using, I had exactly the same problem. My WPA mode was set to "WPA2+WPA3", after I changed it to "WPA2 (CCMP)" I never had such problems again. The page where I found my solution is here: "MacBook Pro drops WiFi connection exactly every 10 minutes for 4 seconds" (5/Nov/20).

  8. 2 hours ago, wowgetoffyourcellphone said:

    1. Do you think I should keep Outposts capturable? I've removed capturing CCs.

    Sure, why would you want to remove it?

    2 hours ago, wowgetoffyourcellphone said:

    2. Do you think I should throw Theban Greeks into the mod as a nice little bonus? 

    Sure, why not?

    When starting a random "Alpine Valley" map, I get some errors. I used the Github "theban_greeks" version.

    The issue is resolved via theban_greeks-master/simulation/data/civs/theb.json

    theb.thumb.jpg.0ce95d49092b569488287061db3b7cb1.jpg

    • Thanks 1
    • The cursor symbols are great.
    • Scout is fast, I love it. "Autoscout" would be fantastic, like a button to switch and go to any black spot on the map automatically.
    • Maybe I need to get used to it, but "cheese" is the first thing that comes to mind when I see these gold blocks.
    • Only one person is allowed on the field, the soldier can't collect resources, that's both okay. But I can't even build buildings with soldiers, big yuck. I think they should be. 
    • The capturing of buildings is gone, but destroying buildings takes quite a long time, unless you have siege weapons. The enemy army took almost 3min to destroy a siege workshop while I pumped out 5 more rams.
    • After researching "Unlock champions infantry" in the barracks, it tells me they are available in the barracks but end up in the fortress. This is your intention, just the info I get from the window is wrong.
    • Thanks for taking the time to make this.
    • Like 2
  9. 3 minutes ago, wowgetoffyourcellphone said:

    I'm confused. Your mod doesn't edit territorymanager.xml :) It adds-on to Player.js. 

    You may have an old version, I recently updated it, it now only contains the territorymanager.xml file.

  10. 6 minutes ago, wowgetoffyourcellphone said:

    Setting BorderThickness to 0.0 didn't do this for me. Hmm

    It only works for the territory lines in the game view window not on the minimap, the disappearance of the minimap lines is only possible with @hyperion's patch. The three images build on themselves, each also contains its predecessor.

    1. rP25313
    2. rP25313+hyperion patch
    3. rP25313+hyperion patch+BorderThickness zero

    If that's clear and it doesn't work for you to hide the territory lines in the game view window by setting them to zero via "BorderThickness", then we have a problem, because it works for me with the SVN version and A24b. Can you check the - redico mod, I recently updated it with this mechanism?

  11. On 23/04/2021 at 8:18 PM, hyperion said:

    As you went with the hide territory border approach I wiped up a minimal patch to hide them on the mini-map as well, unfortunately the c++ part needs recompilation. Use as you want.

    I applied your patch (mods/mod/gui/gui.rnc & mods/public/gui/session/minimap/MiniMap.xml manually) to the latest SVN version and it worked. The lines on the minimap are gone.

    Regarding the territory border, setting the "BorderThickness" via 0ad/binaries/data/mods/public/simulation/data/territorymanager.xml  to zero, might be easier.

    BorderThickness.thumb.jpg.25bcfdb40680d4422877b01b5a237aa9.jpg

    Thanks for the patch, but it might end up being buried in the forum. Can't you upload it to Phabricator and add a way for modders to easily set the thickness of the territory line on the minimap, just like modders can set the thickness of the territory line in the game view window?

  12. 27 minutes ago, Verethragna said:

    Thanks! And I just looked it up and as Stan mentioned, the .dae files are not present in the release build (which I have installed) and are in the dev build. As such there are pmd files where the .dae files would be. I don't think Blender works with pmd's/psa's.

    Yes, you are right. The .dae files are changed to .pmd files when packaged, I did not consider that for the bundle version. You can get the files from trac as mentioned before or you could download the development version, then you will have all the .dae files on your mac. See wiki/BuildInstructionsGettingTheCode.

     

  13. 5 minutes ago, Verethragna said:

    Any idea where they could be placed for the mac build of the game?

    If you downloaded the game from the website, you will find your 0AD app in your application folder. To access it, you need to right-click and select "Show Package Contents", then navigate to /Applications/0ad.app/Contents/Resources/data/mods/public/public.zip

    All the files you would need are in this zip folder.

    desk12.thumb.jpg.bc27714a4b74c9aacdf09203db279b1f.jpg

    You could also use trac and navigate to the file you need.

    trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public

     

  14. Hey @Sebastián Gómez, thanks for responding so quickly. It was a shot in the blue. I would be interested to make a mod based on your proposal. 

    I think that I can do the scripting and adjusting the icons the way you illustrated it, but I would need textures. The default textures can be found here:

    trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/session

    I would like to start with one Civ, for example the Gauls, I would need 3 texture files. Min supported resolution for 0ad is 1024x768px, therefore the largest texture doesn't need to be longer than 1024. The 2 smaller texture files, probably more like 100px on the longest side, make sure the ratio looks good, I can stretch the texture file later when adjusting the position.

    1944479422_CelticMenu.jpg.71aacd686ad9f64e337611173fdb0404.thumb.jpg.8fac1000dd91e3bf457f8e88c45fd3ae.jpg

    Making the minimap always visible and the rest only when a building/unit is selected could be difficult. I think they need to be connected in a straight line. If you do some textures, include also the ring alone (200x200). I will see what I can do.

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