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Ceres

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Everything posted by Ceres

  1. Thank you so much! The result is now this (I did 'svn up' right before the diff) - PS: Now from the root folder: modmod.xml.patch I already have an account.
  2. Thanks, I knew this but was not aware where to apply your code. I'm getting closer...
  3. Yeah, I have the problem that currently, I use a virtual Debian for this, because my mainboard failed. The server is remote, and I connect via xrdp. It's a pain in the back, and I experience problems with Interactions. But that's my problem I have to solve, sic.
  4. Thanks, I rather meant where the code snippet should go when I use SVN, but I will have a look into your repo and hopefully find it. PS: Erm, sorry, not that I misunderstand you, but is that code you provided a few posts earlier here part of your Delenda Est mod? If not, my question would remain, where would this go when using SVN. Sorry that I have difficulties in explaining my question better.
  5. @wowgetoffyourcellphone I see new icons over the heads of units when the CC is selected. What do they mean?
  6. @wowgetoffyourcellphone Well, how should it look like if it's not completely chopped? BTW, I very much like your ideas and gfx. PS - where does your code go to? I'm using SVN and would like to see it as well - also to learn more. Thank you!
  7. Alas, it's not possible to filter for strings one want to review but that one has not translated oneself. If people are interested to vote for this feature, please consider going there: https://community.transifex.com/t/add-filter-translator-not-me-for-better-review-selection/385/7 PS: I contacted Trasifex about this missing filter function and they responded that they would discuss and might consider it.
  8. Thank you for the hint! I've corrected this in Transifex. @Stan` Does this automatically become available in SVN? And how can I filter in Transifex to see unreviewed text strings and exclude strings that I translated myself? (as I shall not review my own translations)
  9. If I may chime in: It seems that loot is a "hot" topic. Maybe it's possible (and worth?) keeping look but allowing users to toggle it on/off on the map etc. selection screen before the game starts? I don't know whether this helps to find out if and how much loot contributes to a snowballing effect, but in the end, you could let players decide what they like more. Again, I don't know if this is technically easy to accomplish and whether it would add any value, but maybe this is something to consider instead of thinking binary, only.
  10. Thank you! BTW, where can I get more information about the various formations? There is little available, unless I looked in the wrong places (e.g. the manual).
  11. So like this: Here is the diff: 114c114 < <translatableAttribute id="caption">Enabled Mods</translatableAttribute> --- > <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> Unified: --- modmod.xml_ORG 2021-08-31 15:28:30.858046000 +0200 +++ modmod.xml 2021-09-03 09:58:26.357587903 +0200 @@ -111,7 +111,7 @@ <object size="16 62% 100%-15 100%-84"> <object style="ModernLabelText" type="text" size="0 5 100% 25"> - <translatableAttribute id="caption">Enabled Mods</translatableAttribute> + <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> </object> <object name="modsEnabledList" @maroder@Stan` Is this content-wise ok and is also the diff ok to be used? How would I (if I were entitled doing so) proceed if you agree?
  12. E.g., your CC or some other building has trained a long-awaited batch of units. Currently, there are no messages about this, right? Getting text messages about trained units might just spam the screen, so I thought (*cough*) TTS messages might be useful. Agreeable, if you constantly get audio about trained units (or other messages), you might get annoyed, too. Well, I'm not sure whether it's worth further pursuing it. It's here for further feedback and input.
  13. @wowgetoffyourcellphone Is there a tiny chance to make this image a bit less bloody? Our kids gulped when they saw it (and they are usually not shy about these things ).
  14. If I may throw my hat into the ring, I am always confused by the different locations of stuff (Trac, GitLab, GitHub, SVN, Phab etc.), all which seem to be used in some way for 0 A.D. I'm 100% sure that you experts had very good reasons to set everything up as it currently is. If you think about migration, maybe there is a slight chance to make the overall environment a tiny bit less complicated for newbies? As I've scraped only the tip of the iceberg of programming and everything involved, my reply here might be of little concern, though. Anyway, thank you so much for all the time and efforts that you put into this wonderful project over so many years. PS: Now that I can build from SVN (on Debian seems to be easier for me than on Windows), which other of the named tools should I get acquainted with first?
  15. For further discussion, if people are interested...
  16. Thank you. I understand that the user needs to read the docs that go along with the mods to see whether they change a lot or less, and then decide on the order of the mods to be loaded, and that this cannot be automated. However, at the moment it seems that the user needs to first deactivate all/or affected mods and then acivate them again so they come loaded in the correct order. Wouldn't it make sense then to add a possibility to resort mods manually and add a button "Reload"? PS: Would this describe it correctly?
  17. If I see it right, the user can change the sorting of the available mods but not of the enabled mods. A longer explanation might be necessary but the crisper, the better. Admittedly, I still have problems to fully understand what really matters in regard to the order of installed mods (either via mod.io or manually). Hence, currently I don't know how to proceed. I'm happy to further discuss it here. @maroder Please accept my apologies that the thread about your great mod got hijacked a bit. If I shall open an extra thread about the order of mods in general, I am happy to do so.
  18. How about this? In SVN the result looks like this: This is the file I edited: /binaries/data/mods/mod/gui/modmod/modmod.xml I would like to create a diff, if the above change makes sense at all. I am currently on Debian 11.
  19. You could dare deactivating AntiVir temporarily and would still have Microsoft's Windows security system in place. If you still have concerns, you might think about using Windows' sandbox, a temporary environment, where you can even deactivate the network. Search the internet for details if this could be an option for you to further test 0 A.D. without AntiVir. I'm not sure, though, whether the antivirus program is the culprit at all (but likely). Does anybody know a tool (e.g. NirSoft, SysInternals?) that shows the user by which other program a folder or directory is locked? Maybe this would help in this case.
  20. Thanks! I needed to setup my dev environment anew, as my old but hitherto robust PC gave up on me (some mainboard problem). Now I set up Debian virtually on a Synology NAS, and could build pyrogenesis from SVN. And it works. TIMER| pregame/styles.xml: 558.737 us TIMER| pregame/mainmenu.xml: 362.835 ms TIMER| common/modern/setup.xml: 243.69 us TIMER| common/modern/styles.xml: 162.084 us TIMER| common/modern/sprites.xml: 2.14158 ms TIMER| common/global.xml: 512.082 us TIMER| common/sprites.xml: 809.887 us TIMER| splashscreen/setup.xml: 1.53925 ms TIMER| splashscreen/splashscreen.xml: 27.6566 ms TIMER| common/modern/setup.xml: 235.093 us TIMER| common/modern/styles.xml: 175.439 us TIMER| common/modern/sprites.xml: 1.89724 ms TIMER| msgbox/msgbox.xml: 30.928 ms TIMER| shutdown TexMan: 2.476 us TIMER| shutdown Renderer: 1.4431 ms TIMER| shutdown SDL: 29.906 ms TIMER| shutdown UserReporter: 153.719 us TIMER| shutdown ConfigDB: 86.874 us TIMER| resource modules: 399.324 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 144.77 kc (52x) tc_png_decode: 766.76 Mc (49x) tc_dds_transform: 72.966 kc (56x) tc_transform: 88.8105 Mc (53x) tc_plain_transform: 88.4793 Mc (48x) tc_ShaderGLSLLink: 0 c (0x) tc_ShaderGLSLCompile: 0 c (0x) tc_ShaderValidation: 47.0598 Mc (2x) xml_validation: 154.824 kc (1x) ----------------------------------------------------- TIMER| shutdown misc: 486.122 us user@Debian:~/0ad/binaries/system$ Sorry to be (very) OT here, but I'm so glad to have made a little progress at least with some prerequisites. Building with Debian seems easier (for me) than with VS in Windows. When I get my PC back to work (and I'm confident), I will install Debian natively. The GFX is a GTX 1650, which should then be decent enough. I have no idea about IRC. Do I first have to register with a personal account? Do I need an invitation or something? Wishing all of you a nice and relaxed remainder of the day/evening!
  21. Oh, of course! I understand. Thank you so much. I will try this on my own, but first I have to set up my stuff right.
  22. You mean "translatemessage: true"? (if I understand the example there correctly) { message: "%(person) string in printf style", parameters: {person: "me"}, translateMessage: true, translateParameters: ["person"], } I dont' understand why you refer to https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/session/TimeNotificationOverlay.js after @nwtour referred to this link: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/helpers/Commands.js Where exactly is a "translateMessage" tag missing? I cannot find the message "Civic Center can't be controlled." under any of the 2 links. What am I missing? Please bear with me and accept my apologies for my obvious ignorance of all these things. I'm trying to learn.
  23. Can we add a note for the enabled mods? If yes, where in the code would I find this?
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