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nwtour

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Everything posted by nwtour

  1. Are you sure you downloaded Branch 25 to your mods folder? Version from https://github.com/nwtour/Macedonia_0ad.git this error should be fixed * (PMP files upgraded to 7 version)
  2. Changed I just start the game and fix the errors that appear on the screen when starting the Macedonia campaign
  3. I have not found a way to do this automatically I search in https://github.com/nwtour/0ad_path_backward_capability/blob/main/24/map_backward_capability_list.json and the history of git (example git whatchanged -n 5000 | grep gaul_infantry_javelinist_e) and substitute it into the command line : sed -i 's|other/fence_short|structures/fence_short|' maps/scenarios/* sed -i 's|other/palisades_rocks_watchtower|structures/palisades_watchtower|' maps/scenarios/* sed -i 's|geology_stonemine_tropic_quarry|rock/tropical_large|' maps/scenarios/* sed -i 's|gaia/fauna_hawk|birds/buzzard|' maps/scenarios/* sed -i 's|other/bridge_wooden|structures/bridge_wooden|' maps/scenarios/* sed -i 's|geology_metal_alpine|ore/alpine_small|' maps/scenarios/* sed -i 's|geology_stonemine_temperate_formation|rock/temperate_large_02|' maps/scenarios/* sed -i 's|flora_tree_aleppo_pine|tree/aleppo_pine|' maps/scenarios/* sed -i 's|geology_stonemine_alpine_quarry|rock/alpine_large|' maps/scenarios/*
  4. This is to @SciGuy42. I just convert without loss to the 25th version objects from the first three maps. I hope this will help the author hold a full transition I can also offer a database of renamed files - it is very accelerating the migration process: https://github.com/nwtour/0ad_path_backward_capability/blob/main/24/map_backward_capability_list.json
  5. I sent a pull request with the conversion results. The first mission launches successfully https://github.com/SciGuy42/Macedonia_0ad/pull/2 But some models have been removed from the game and cannot be automatically converted binaries/data/mods/public/simulation/templates/units/mace_support_healer_e.xml binaries/data/mods/public/simulation/templates/units/mace/champion_cavalry_barracks.xml binaries/data/mods/public/simulation/templates/units/gaul/champion_infantry_barracks.xml binaries/data/mods/public/simulation/templates/structures/brit_kennel.xml
  6. Ok. If you suddenly change your mind, I threw in the code that was trying to implement this function (though it is not working - It turns out that Engine::ConfigDB cannot be accessed at the time of loading). I will be once if something from my code helped https://github.com/nwtour/mod-setdefaultstance
  7. https://nwtour.github.io/compare-0ad/de.html If you think that the data here is outdated. Choose some kind of civilization, run the game and compare the numbers. For example, the Athenian Farmstead in reality has "X" hitpoints, and on page "Y". I will fix the cause If we are talking about the interface: http://s06eye.co.uk/0ad/techtree-v2/ I'm not the author. It is necessary to contact @s0600204
  8. Hello. Oh sure. Write a faction and a building with false data and I recheck the auras that affect it
  9. I may be mistaken, you are confusing the editor and the linter. Linter is just a checker, he writes comments on the screen and that's it. JavaScript is edited in any simple text editor - like a notepad
  10. The default stance is a requested feature. I have to click on each type of unit: ram aggressive, archers defend, medics passive. It would be great to implement setting default stance for each type of unit. IMHO best place in unit type tooltip (Available in-game and in Structure tree) Stance buttons: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/session/selection_panels.js#L927 Place in tooltip: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/common/tooltips.js#L1185 It remains to find how to merge it with https://github.com/nanihadesuka/autociv/commit/a1daba4d4e4b5ca5a1984dca231bce45d8f470f5
  11. Cool. Step by step and soon it will be possible to play without a TOEFL diploma This is for performance and fast loads. Monotonous textures look ugly, but the smallest in size
  12. Debug messages look different. Most likely you are in a situation when the territory under your building is captured at the moment when the building is selected. In the center, it is messages related to the game and not debugging that appear.
  13. Yes, sure. I wrote it for this. Try comment 1786 line: - if (!canBeControlled) + //if (!canBeControlled) notifyOrderFailure(entity, player); and all buildings will lose control...
  14. I would voice the text from the single player campaign. Large blocks of small yellow letters on transparent background cause bleeding from the eyes
  15. Yes. Saturday at 05:44 dump was created successfully Perhaps deleting this file will fix the problem - but I cannot guarantee Perhaps your antivirus is now blocking the system function MiniDumpWriteDump(). If the game continues to create empty crashlog.dmp on crash - you need to somehow tell the antivirus that the whole process pyrogenesys.exe is not a virus.
  16. The error says that the game does not have permission to write the file crashlog.dmp (in directory "logs") It may be worth trying to remove it - in its current state it will reproduce the error
  17. Maybe fix the minidump recording? crashlog.txt: errno = 13 (Insufficient access rights to open file) OS error = -2147024865 (Ein an das System angeschlossenes Gerät funktioniert nicht.) I see a comment in code like this: // a dump file is essential for debugging, so write it before // anything else goes wrong (especially before showing the error // dialog because the user could choose to exit immediately) wdbg_sym_WriteMinidump(ep); Perhaps a service exception is triggered and already on the minidump record it finally crashes... Try remove empty file crashlog.dmp in directory
  18. String "%(unit)s can't be controlled.", patch on my local machine to fix missing translation (if I guessed the place of issue correctly): - "message": sprintf(markForTranslation("%(unit)s can't be controlled."), { - "unit": cmpIdentity.GetGenericName() - }), + "message": markForTranslation("%(unit)s can't be controlled."), + "parameters": {"unit": cmpIdentity.GetGenericName()}, + "translateParameters": ["unit"],
  19. Created a screenshot for clarity (String from https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/helpers/Commands.js. The translation is really missing, about the situation, I don’t know why you could not control the unit
  20. Hello, AI names hardcoded in map property. You can open maps in the editor and change them to absolutely any
  21. Hello, Try adding an option nohwcursor = "true" in config file
  22. On mod.io version for 25 is not yet approved. You probably downloaded the old version. This archive work with 25 https://github.com/JustusAvramenko/delenda_est/archive/refs/heads/master.zip (I tested it - it works)
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