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Langbart

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Posts posted by Langbart

  1. On 17/03/2021 at 6:13 AM, azayrahmad said:

    ...now if only the territorial range can be hidden somehow...

    This mod hides territorial borders, by setting the "BorderThickness" to 0.0

    Don't forget to turn off GUI (Alt+G), Silhouettes (Alt+Shift+S), FPS (Alt+F), Realtime (Alt+T) and Gametime (F12).

    redico.pyromod

    4wRqJ7t.thumb.jpg.5718a248da9d70e6658fd30755adf271.jpg

    Edit (5/Apr/21) Found a much easier way to hide the borders, should work for all mods and scenarios, if you have multiple mods installed and still see the borders try loading redico after all other mods.

    • Like 3
    • Thanks 2
  2. 2 hours ago, Diniz said:

    A qualidade do vídeo não é das melhores, mas dá para visualizar as tentativas. Note que antes de começar a partida, a configuração "Guarnecer Herói" é habilitada.

    Quote

    Deepl translation: The video quality is not the best, but you can see the attempts. Note that before starting the match, the "Garrison Hero" setting is enabled.

    What OS do you use what is your game version? It is hard to see the number it should be 24937 (macOS) or 24936 (Windows).

    Quote

    Deepl translation: Qual SO você usa qual é a sua versão de jogo? É difícil ver o número que deve ser 24937 (macOS) ou 24936 (Windows).

    version.thumb.jpg.54aea3cce113600d72a773c9dee5abd2.jpg

  3. 37 minutes ago, Diniz said:

    Na opção de jogo regicida, mesmo quando é habilitada a opção "Guarnição Herói", não é possível proteger o herói dentro dos edifícios. 

    Quote

    DeepL translation: In the regicide game option, even when the "Hero Garrison" option is enabled, it is not possible to protect the hero inside buildings. 

  4. Thanks @nani.  Very good update.

    The following is a tutorial for people with poor eyesight who want a larger 'Stats Overlay'.

    Spoiler
    • Download the file autociv_1.0.2.pyromod and unzip it (image below for clarity).

    autoziv_unzipped.thumb.jpg.29ba9cbd66b0c17935f82475af734cee.jpg

    • Download the attached fonts.zip file from this post and unzip it.

    fonts.zip

    • Create a folder named 'fonts' in the 'autociv' folder and paste the unzipped contents of the "fonts.zip" file in it (image below for a better overview).

    fonts_folder.thumb.jpg.b9c24fea2cf99920268f82077b4f6362.jpg

    • In this tutorial we will use the mono-stroke-14 font, which should be enough to see the 'Stats Overlay' better.
    • Open the following file with a normal text editor gui/session/objectives/autociv_statsOverlay.js and go to line 27 and replace:
    
        textFont = "mono-stroke-10"

    with

    
        textFont = "mono-stroke-14"

    mono_14.thumb.jpg.80cb918807d7bf9c8d47696940ec6767.jpg

    • Now we have a larger font, but we need to resize the 'Stats Overlay' to fit all the text in it
    • Go to line 106 in the autociv_statsOverlay.js file and replace
    
     return `100%-${6.2 * rowLength} 100%-228-${numerOfRows * 12 + 7} 100% 100%-228`

    with

    
     return `100%-${8.2 * rowLength} 100%-228-${numerOfRows * 16 + 7} 100% 100%-228`

    size.thumb.jpg.dfc7bf41a2954d449ae4e326415017c2.jpg

    • That's it. Add the folder to your 0 A.D. mods folder and enable the mod via the 0 A.D. app. If you did everything correctly, it should look like in the image below.

    endresult.thumb.jpg.e6ed86059c47b2b0165d08cac72b0bd7.jpg

    • More adjustments can be made, e.g. you could remove certain stats  from the "Stats Overlay" or change the background, in the image below you can see just some examples of such changes. :) 

    example.thumb.jpg.cf9a5f713f2337ffb830518c506e9e26.jpg

    PS: The fonts in the fonts.zip file were created with the Font_builder2. (Thanks to @wraitii for helping with an issue.)

     

    • Like 2
    • Thanks 2
  5. 6 minutes ago, LetswaveaBook said:

    I installed Autociv, but after that i joined the lobby and saw that the mod blocked me from all the games in the lobby since I was using a mod. Is this meant to be?

    Are you running the latest game version A24? Have you downloaded the latest AutoCiv mod from here "autociv_1.0.0.pyromod"? Do you have other mods enabled? 

    • Like 2
  6. On 11/03/2021 at 9:19 PM, Nescio said:

    first time can be challenging

    Yes, but I was surprised how easy it was to start a mod. The good documentation on the wiki helped a lot. Maintaining seems to be the tough part.

    On 11/03/2021 at 9:19 PM, Nescio said:

    However, if you've copied it from 0 A.D. (and I believe you did), then you have to release it under GPLv2 (or v3), therefore you should make that explicit in your mod.

    Furthermore, include the relevant licence files (you can just copy them from elsewhere).

    Glad someone is looking at this stuff. I took care of your licensing concerns in version 1.5 by adding a license.txt file and honoring the members of wildfire Games.

    On 11/03/2021 at 9:19 PM, Nescio said:

    or abbreviate it (10/Mar/21).

    Hmm, this will work for me.

    Regarding D3037 that sounds great, I will focus on that in my next version. Seems there a lot of goodies hidden in Phabcricator e.g. D1746

    On 11/03/2021 at 9:19 PM, Nescio said:

    You might want to partially revert D2875, if you've not done so already.

    The mod runs without errors, so I don't know what I shall revert.

    Question:

    (A) Is there an easy way to automatically add a line to my user.cfg file when enabling the mod? I would like to add the following line:

    hotkey.boongui.camera.follow.fps = "Shift+F"

    When I modify a file from @nani's AutoCiv mod (0ad/mods/autociv_1.0.0/gui/pregame/mainmenu~autociv.js) and add it to my mod, it works for me. I was just hoping there was an easier way to write a single line to the user.cfg file.

  7. Just played around for 20mins, seems to work as intended. Tested citizen production via CC and house.

    I only noticed that the production of male vs female is not always equal. Sometimes a batch of 6 is only male/ female, other times it works as intended. It seems random. 

    An then there is this: 

    mauryas.jpg.0aee4213585602f0ccc1bd55540e8f91.jpg

    Also can you change the accent color e.g. blue?

    mauryas2.jpg.09fd75ee2ed83053146bf7ff762396e3.jpg

    PS: Just noticed that the selection via 'Skirmish' --> 'New Maps' now only shows 'Atlas Valley', the tag for new maps has been removed with [24939]  and [25007]. I guess you used some SVN version between theses changesets to create this mod.

    • Like 2
  8. 2 hours ago, Bosque said:

    - I ask permision to use the game assets (including another mods) for this.

    You just have to comply with the 0 A.D.'s licence(s). 0 A.D. is released as open source: you can freely use, copy, modify and distribute the game's source code and data files, as long as you include attribution to Wildfire Games and let anyone freely modify and distribute any of your own modifications to the game's files.

     For other mods you have to look at their licence(s) e.g. here is the licence for the 0abc-a24 mod on GitHub made by @Nescio.

    2 hours ago, Bosque said:

    so for begin with: ¿how to mod?

    WIKI

    There are some wiki articles you can read:

    existing Mods

    I also took a look at a small existing mod (e.g ffm_visibility mod or custom rating) to see how there mod is built. This helps to better understand how a mod is structured. Some total-conversion mods are: Hyrule ConquestDelenda Est or 0AD City Builder.

    IRC

    Recently, there was a user in IRC #0ad-dev who asked the same question and @Stan` explained it to him, might be useful for you. Here is the link: 2021-01-29-QuakeNet (look for: "17:14 < nephele> Stan: staaaan, how to mod 0ad"). It might also be a good idea to join IRC (#0ad-dev) to discuss things more easily, most active devs are in the European timezone. 

    Forum

    There are some sub forums that might interest you e.g. Game Modification or Art Development.  If you encounter problems there are many people on these forums that can help. 

    • Like 2
  9. On 07/09/2017 at 11:02 AM, Stan` said:

    27. For programmers you don't have to formulate an official application thread in the correct subforum but you can if you want. 

    Here is it how it goes. You start making diffs for tickets you can find on trac (https://trac.wildfiregames.com/)

    And then you upload that diff to Phabricator (https://code.wildfiregames.com/) and wait for review. Once it's accepted it will be added to the game. Once you have made enough contributions you might be offered a position.

     

    • Like 1
    • Thanks 2
  10. @IntellectProbably the problem is solved by now, but I had a similar problem and would like to share my solution with you.

    • I want to use two mesh files (stonemine_round_a.dae and stonemine_round_b.dae) that I copied from the Delenda Est mod into my mod.
    • Every time I run the "pyromod command" to make it "deployable", the mesh file was not included. (it was in the working folder, but not in the .pyromod file)
    pyromod command: binaries/system/pyrogenesis -mod=mod -archivebuild=binaries/data/mods/mymod -archivebuild-output=mymod.pyromod -archivebuild-compress
    Quote

    Any mesh or animation created won’t be recognized by the game engine unless it is referenced by an actor XML file.

    • I solved it by using this GitHub tool called "0AD skeleton generator" (made by Stan). Add your mesh files in your input folder and run the following command, the .xml files can be found in the output folder.
    python3 skeleton_generator.py

    input.thumb.jpg.376a4506d380fa34948d0a121c087818.jpg

    • All I had to do was add the .xml files to my mod. Problem solved.

    mod.thumb.jpg.fcf2f4ab0d296901b79006589767599f.jpg

    • Like 1
  11. I continued experimenting a bit more with your mod and changed the color for apples, figs, grapes and olives:

    Spoiler

    I only used Imagemagick with -modulate 1st: Brightness, 2nd: Saturation, 3rd: Hue (Source: imagemagick.org/Usage)

    Apples

    
    convert {filename} -modulate 111,200,80
    • orchard_apple_a.dds
    • tree_apple_a.dds
    • tree_apple_bloom.dds

    Grapes

    
    convert {filename} -modulate 111,200,140
    • grape_bushes.png
    • bush_grapes.dds

    PS: There is still a file called "bush_grapes.png" in your mod, but it was removed with rP22889

    Figs

    The texture skins for figs is also used for baobab trees, I work around it by adding the actor files (fig_top_a.xml and fig_top_b.xml) to your mod and changing the names of these textures. Therefore only figs have these bluish leaves and not normal wood baobab trees.

    
    convert {filename} -modulate 111,200,170
    • tree_figs_a.dds (called tree_carob_a.dds on SVN)
    • tree_figs_b.dds (called tree_carob_b.dds on SVN)
    • tree_figs_c.dds (called tree_carob_c.dds on SVN)

    Olives

    
    convert {filename} -modulate 111,200,100
    • tree_olive_decal.png
    • tree_olive.png

     

    I'll take a look at metals/ore later and update this post. Ore and stone sometimes seem to be too interchangeable, for example in the "Mainland Temperate Biome". I think Delenda Est has some nice ores.

    Edit1: fixed color of fig and baobab trees (use the same texture)

    Edit2: In consultation with ffm2 I have created a derivative mod called boonGUI, which includes some additional changes.

    • Like 1
  12. On 26/02/2021 at 6:06 AM, berhz said:

    pero que tengo que hacer porfavor explíquenme a que carpeta ir y eso

    (but what do I have to do please explain to me which folder to go to and so on.)

    @Stan` recommended "Try disabling GLSL and postprocessing" (Ajustes --> Opciones --> Gráficos)

    726768667_Screenshot2021-02-26at09_16_20.thumb.jpg.bf9a5040bb63bedbd9c6ff653c85b8ef.jpg

    Edit1: "according to Vlad it's better to recommend disabling post proc before making them disabling GLSL "

  13. 2 hours ago, faction02 said:

    I have run the file downloaded today, the version that I get is the following one:

    270529103_Capturedcran2021-02-24144953.jpg.7ba9b607015101e8838a63bc0bcd43d4.jpg

    Yes, I am using a Mac version. For Windows its 24936 you have the correct version, are you still able to produce this error that you mentioned before?

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