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Posts posted by Langbart
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4 hours ago, wowgetoffyourcellphone said:
You mean like a short video clip MP4 or a gif?
A mp4 clip would be enough. On macOS it's easy to do because it's built into the OS, but other users like @Diniz (Guarnição de heróis 19/Mar/21) have difficulties to make a video.
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Just one thing, a smooth way to capture something not just a single image, but a short clip. This can be used to show a defect or just share your new "eye candy" as @Mr.lie has done in the past (Your 0 A.D. Screenshots 14/Dec/21).
PS: 'Big Screenshot' can be triggered with 'Shift+F2'
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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.
QuoteDeepl 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).
QuoteDeepl 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).
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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.
QuoteDeepL translation: In the regicide game option, even when the "Hero Garrison" option is enabled, it is not possible to protect the hero inside buildings.
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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).
- Download the attached fonts.zip file from this post and unzip it.
- 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).
- 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"
- 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`
- 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.
- 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.
PS: The fonts in the fonts.zip file were created with the Font_builder2. (Thanks to @wraitii for helping with an issue.)
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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?
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Just now, cowehe8775 said:
I could not find a place to download the updated autociv. Is it on GitHub or something?
1st page - autociv_1.0.0.pyromod
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0 A.D.: A Sandbox for Exploring Game Balance at the AI and Gaming Research Summit (23/Feb/21)
Relevant 0 A.D. part: 1:00:40
Speaker: Brian Broll (Homepage & wiki/GettingStartedReinforcementLearning article and Youtube account)
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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.
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48 minutes ago, wowgetoffyourcellphone said:
All support units use orange. I didn't change anything about that (and won't in this patch).
Hmm, your orange is more eye-catching. Why are the lower parts in an accent color in the "Athenian" males and not also in the females? Females look too white.
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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:
Also can you change the accent color e.g. blue?
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.
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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 Conquest, Delenda 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.
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- Popular Post
- Popular Post
boonGUI
User interface mod for the RTS game 0 A.D.
Everyone can follow the development, contribute to
discussions, report bugs, suggest features or even make pull requests.Install
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Choose your preferred method
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GitHub
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git clone https://github.com/LangLangBart/boonGUI.git
- Linux: ~/.local/share/0ad/mods/
- macOS: ~/Library/Application\Support/0ad/mods/
- Windows: ~\Documents\My Games\0ad\mods\
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Pyromod
- Drag and drop the file over the 0ad start icon or double click it.
- The mod will be unpacked and placed in your 0ad mods folder
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ZIP
- Unpack it it in your /0ad/mods/ folder
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GitHub
- Launch 0 A.D., click Settings and Mod Selection.
- Double-click boonGUI, click Save Configuration and Start Mods.
Troubleshooting
- If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
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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.
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@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
- "ERROR: Failed to load any skeleton definitions" (for stonemine_round_a.dae and stonemine_round_b.dae)
- Searching for a solution to my problem led me to this thread and this one "Importing custom models & animation" from May 26, 2018
- The wiki/ArtDesignDocument also says:
QuoteAny 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
- All I had to do was add the .xml files to my mod. Problem solved.
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Do you have any mods enabled? If so, try to disable them first.
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1 hour ago, maroder said:
autociv is not yet compatible with a24, therefore there are no building hotkeys at the moment.
@nani has updated the mod
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I continued experimenting a bit more with your mod and changed the color for apples, figs, grapes and olives:
SpoilerI 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.
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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)
Edit1: "according to Vlad it's better to recommend disabling post proc before making them disabling GLSL "
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Your 0 A.D. Screenshots
in General Discussion
Posted · Edited by Langbart
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
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.