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maroder

WFG Programming Team
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Everything posted by maroder

  1. Not sure if it matters but there are also some 32 bit png e.g. https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/pregame/backgrounds/carthage1_3.png And just out of curiosity: seems like a bit of an Information loss? Or does this not matter in this case?
  2. https://code.wildfiregames.com/D3995 Yeah maybe good to get some more opinions
  3. I guess so. Don't think so, the context is missing. You have to go to the 0 A.D root folder, open the command line there and type in svn diff -x -U5000 or optionally svn diff -x -U5000 > text-output.patch to save it as a text file. Then you have to make an account here: https://code.wildfiregames.com/ and upload the patch there.
  4. @Ceres go to your mods folder, then open the command line and then put in [git clone https://github.com/JustusAvramenko/0ad_terrains_overhaul.git ] Wow's code is not meant to be applied as a patch or to be put into svn by hand, you can just try it out as a mod. If you want to learn more on how such changes work you can look at the git commit -> https://github.com/JustusAvramenko/0ad_terrains_overhaul/commit/0fbb938242a5c70ea653ba93ee69f4f2ca23aa5d there you can see what data has changed and what the filepaths are __________________________________________________ @Player of 0AD^^
  5. good to hear that they are still around, wasn't aware of that.
  6. Ok makes sense. but still, for the most part that only applies to artist who have commit access, which to the best of my knowledge is at the moment: you :D
  7. Clarifying question: Is it tho? What I experienced from the terrain update or the loading screen tips is that is impossible to include art easily into a patch. So you have to attach it as zip to the patch or send it on some other way to someone with commit access. Was it ever more straight forward?
  8. afaik: yes, because Petra relies on having those resources, which is why she protects them even from ally's.
  9. To attract new people git, especially with github, seems like the way to go for me (and it also seems like the standard for open source project nowadays). never even heard of that..
  10. Solution found: they are include, but when playing with the AI you cant use them because Petra locks them to protect the resources. Works in TG.
  11. @Freagarach I just tested: it doesn't work. So if they are included, then something defenitly goes wrong.
  12. I think the terms are a bit problematic here. For the game installed means you have downloaded them and but them in the mods directory. For that the order is not important. Only if you enable the installed mods the order gets important. The problem here is that in normal language use enable = install.... (Or at least I use it interchangeably, so my fault for causing confusion)
  13. sorry can't reproduce your errors. It works fine for me with the following versions and installation order: It also works for me in combination with autociv: Do you use a different versions of boonGUI?
  14. I finally decided to install arcanist, but then I was reminded that Phabricator is not maintained anymore: https://admin.phacility.com/phame/post/view/11/phacility_is_winding_down_operations/ Does that have any implications for the https://code.wildfiregames.com/? I.e. is it still worth the trouble to install arcanist or are there plans to migrate to a different tool?
  15. yeah good point. You are right the latest installed mod is shown on the bottom of the list. Gonna edit my comments to clarify that.
  16. I don't think so. This would hugely increase the bandwidth that is needed to play multiplayer and there are so many good and even open source solutions out there that focus solely on communication, that it seem unnecessary to implement something specifically for 0 A.D.
  17. And to expand on your comment /further information for anyone experiencing something similar: Under normal circumstances mods are not able to wreck your installation as the changes are not permanent. When there are errors or you can't start 0 A.D. anymore, you just have to find your user.cfg file and change the line with: mod.enabledmods to only "mod public". Alternatively you can find the folder with the mods and delete them and everything should work again.
  18. Sorry for the inconvenience. yeah the order is definitely important, because if they change the same files, these changes get overridden. Hard to tell exactly in what order mods should be installed (or if they are compatible) without checking what they change, but as a rule of thumb I would recommend installing (means: enabling) the heaviest mods first (who change the most/do the most work) and then the lighter ones on top (in the sense of after/later). And as Shiny only changes some buttons/ the menu/ loading screen it should probably be the last thing you install.
  19. alright, thought so. Well if I find no nice solution, option B is to make new dark backgrounds.
  20. That's what I did in my tests: Maybe I overlook something, but wouldn't that mean that I have to do this for every button and every translation? thanks, will have a look again. My main issue is that I prefer the above style ^ over this:
  21. Tried that, but then you have to use a very blurred shadow to accommodate for the different strings and translations and in the end its looks more like a smudge. But yes I will try to find an option that works with light backgrounds.
  22. sad. I made some tests and they looked promising.
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