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Everything posted by seeh
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I have added some commands to great AutoCIV my development steps can be viewed here or/and the mod downloaded https://github.com/sl5net/autocivP/releases/latest its for v0.26.2 and v0.27.1, one for both Versions. it uses more autocompletion : people might think its using hotkeys when you use autocompletion When others see you quickly accessing and completing code with minimal effort, they might assume you are using hotkeys. Autocompletion helps you find and insert the correct snippets without the need to manually search or remember them. This efficiency can make it appear as if you're using hotkeys. it uses profiles for diffent thinks it sets some check-boxes and some values like 250popMax,300food, alliedview, .. for the game that probably / hopefully everybody love
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- custom mod setup settings
- mod
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i not pro in mod development. but if you like i could maybe do some life-streams when i work on something? maybe there are some good docs stuff already for this. maybe check the documentary ( https://trac.wildfiregames.com/wiki/WikiStart#Formodders: ) .... and yes it works with this flatpak or snap stuff. no difference. mods or config are not stored inside the flatpak / appimage or whatever . for e.g. i have running alpha 27 a compiled version and a appimage version ( https://github.com/0ad-matters/0ad-appimage/releases ) and a snap version (for a26). all store mods and config outside . easy that you edit this
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quick and dirty solution to use autoCiv in a27 without config window https://github.com/sl5net/autociv/tree/autociv_a27
- 492 replies
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- building hotkeys
- visible corpses limiter
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idk. but maybe has something to do with proGUI. but just idea. not thought much about it . and not sure if i have understood your topic
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asked ChatGPT (collection) - answers correct?
seeh replied to seeh's topic in Introductions & Off-Topic Discussion
lol F: "In wich language is autoCiv written and howto debug (tools, tricks, commands) it?" ChatGPT: AutoCiv is written in C++ and debugging it can be done using the following tools, tricks, and commands: Tools: Visual Studio Code,GDB,Valgrind Tokens used: 341 -
i working on it as plugin in autoCiv https://github.com/sl5net/autociv/tree/setDefaultConfig if you type "/profile1" it "set to profile1" config (this is hard-coded at them moment. sets to mainland, 250 pop .. and some stuff) most is working but idk how to set the map filter for the maps
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Replay analysis script/tool?
seeh replied to richelbilderbeek's topic in Game Development & Technical Discussion
long time ago i was reading the replays and renamed then the replays by this script: https://github.com/sl5net/rename_0ad_replays/blob/main/rename_0ad_replays.kt "0ADgameType name0(civ0) VS name1(civ1), gameSpeed, mapType" And all "/" was replaced with ∕ in new FolderName idk if anything helpful (for you) is inside. its a kotlinC script. -
got same error and was able to solve by your tips. ty. what i did before: testing/developing in a mod login in to to lobby mayb 40 times created many games -> not needed. i could test it if i start local team-game also. its better for my test. this errors happen: what not helped: disable all extra mods change ip address yes reboot helped (linux ubuntu) later this day i need reboot PC with every test (if lobby for test is needed). => if i have fixed this last error i will be good enough for today.
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@Player of 0AD whats suggestions do you have?
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maybe he used the mod ProGui / ResetQueue and to restart ProGui.
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Lets play AI's rated. Update AutoTrain (use source from ProGUI) AutoSend resouces to Team when you resign (use source from godseye) Option for MaxGameTime-Play. Best Poins win (use digigal ChessClock or some more Maps like "Extinct Volcano"-Rising Water map or option for "Rising Water" for each map also Mainland). Use easy-HotKey-Config- Logig for autoCiv that every beginner easily could understand configurable which should remain the default/standard Map, even if the mod settings have changed. At the moment its: Greek Acropolis (2) source/simulation2/tests/test_Serializer.h mapReader->LoadMap(L"maps/skirmishes/Greek Acropolis (2).pmp", public/maps/skirmishes/ acropolis_bay_2p.xml.cached.xmb acropolis_bay_2p.xml
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oh thank a lot @causative
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hmm. the c key is already occupied in my autoCiv configuration (a important key). i love the old style. maybe a config option , will be nice/possibillity?
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Alpha 27 Pre-release/Release Candidate Build Testing
seeh replied to Stan`'s topic in Game Development & Technical Discussion
ohhh. interesting. i was don't care about the map name. i just set max players thats all. -
Vulkan - new graphics API
seeh replied to vladislavbelov's topic in Game Development & Technical Discussion
i using the release candidate. so it's integrated. -
example: put your Audio file here: ~/.local/share/0ad/mods/SomeModDosentMatter/audio/actor/human/death/female_death_01.ogg https://gitlab.com/sl5net/0ad-redinked-sounds and use this female_death.xml in same folder <?xml version="1.0" encoding="utf-8" standalone="no" ?> <SoundGroup> <Gain>0.9</Gain> <Priority>100</Priority> <ConeGain>1</ConeGain> <Looping>0</Looping> <RandOrder>1</RandOrder> <GainUpper>0.9</GainUpper> <GainLower>0.7</GainLower> <RandPitch>1</RandPitch> <Threshold>10</Threshold> <Path>audio/actor/human/death/</Path> <Sound>female_death_01.ogg</Sound> </SoundGroup>
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Alpha 27 Pre-release/Release Candidate Build Testing
seeh replied to Stan`'s topic in Game Development & Technical Discussion
yes capture tower seems not possible also for me https://youtu.be/7ykaLSkDthg -
Alpha 27 Pre-release/Release Candidate Build Testing
seeh replied to Stan`'s topic in Game Development & Technical Discussion
the message told the map was not supported. -
Alpha 27 Pre-release/Release Candidate Build Testing
seeh replied to Stan`'s topic in Game Development & Technical Discussion
i started test if i could capture a tower. in a game vs AIs. and in the replay i found there was no AIs playing but got this message: commands.txt metadata.json -
Vulkan - new graphics API
seeh replied to vladislavbelov's topic in Game Development & Technical Discussion
idk if i play a development version at the moment. probably not? so i maybe disable spirv -
0ad 0.0.27: dirty quickFix for us autoCiv- hotkeys (if you have already from alpha26). works when i delete all behind line 78 - (to line 131) in gui/pregame/mainmenu~autociv.js:78 this prevents error messages when typing in chat urls or the word test gui/common/botmanager.js:44 react(msg) { return false; and options disabled be delete or rename this: gui/options/options~autociv.js
- 492 replies
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- building hotkeys
- visible corpses limiter
- (and 9 more)