-
Posts
870 -
Joined
-
Last visited
-
Days Won
3
Everything posted by Ceres
-
Yes, I know about this one. The advantage I see (for my needs at home/LAN) for mumble is to be able to set up the server locally. But keeping in mind the large audience, Discord is certainly more important. Just for curiosity: Does playing 0 A.D. with Discord as chatting/speaking solution work "out of the box"? I don't ask for a guide, just want to know if it's possible without tweaking 0 A.D. And how about different channels for different teams? Does Discord already support this? (mumble does not, i.e. we have to set up several channels, and then select the right ones for communication, if we want to avoid that one can hear the other team opponents)
-
Ok, I see. Thank you! (still waiting for the 32bit build process to end...) Now I built Alpha XXV: Y--- from GitHub and will see what I find out with bisect...
-
In VS 2017, I selected 'Release' and 'Win32', but I see that instead of 'Win32' I could also set a new environment for 64bit. Is it possible and does it make sense to build for 64bit?
-
Hello! When playing a multiplayer 0 A.D. game on 2 PCs and pausing it on both, both PCs keep being very busy with high load on GPU, CPU, and fans. Since saving and restoring multiplayer games is not yet possible, the kids wanted to let both PCs running with the game paused. Because of the continuing high demand on the hardware, power consumption, and noise of the fans I was not too happy about their idea. Is there anything that could be done to reduce the load on PCs with a paused multiplayer game? Already now with the latest developers' version or maybe in the future? Thanks for sharing your thoughts.
-
Multiplayer Save Games
Ceres replied to skeletonzombie's topic in Game Development & Technical Discussion
Hello! This thread is already older, and I rather stumbled over it. I am especially curious about the second paragraph (loading a multiplayer saved game on two machines). How can this be done without the possibility in the GUI? Thank you! -
Hello! How is multiplayer game saving and continuing supposed to work? It seems that there is only a possibility to replay a saved multiplayer game. Furthermore, I am unsure if all players have to save the multiplayer game, or only the player who hosts it? Thanks for sharing your thoughts and helping me understanding this.
-
Thanks for your thorough reply, which I agree with. I had not given enough thought about the position. And TTS can certainly be annoying if used too frequently/for too many messages. It should be adjustable at least. Finally, some help as you described for "integrating" (using when playing 0 A.D.) of mumble or some other tool would be great enough. E.g., maybe joining the correct channel(s) depending on the team one plays in could be supported? Sorry that it seems that I am just throwing wild ideas here. Please regard them just as some "brainstorming" stuff. If not worth to further purpsue, I will still be happy.
-
@wraitii Hello! I would like to be reviewer of German translations of 0 A.D. I asked 2 reviewers in the transifex 0 A.D. repo but have not yet heard back. Where else could I ask to add me to the group of German language reviewers (incl. group of translators, if that is possible) for 0 A.D.? Thank you so much for your hints. Kind regards Ceres
-
A note from Michael over on GitHub: So 0 A.D. could create a proper JSON file based on the default or user-set key bindings, which could then be imported in Michael's tool. This is certainly not of a high priority, but when you developers/contributors think of touching/updating the key settings part, maybe you would like considering this for somewhere in the future? EDIT: The key settings shown on the screenshot in the previous post are captured in the attached JSON file. keyboard-diagram-0ad.json
-
I confirm that's the correct path on Windows 10.
- 455 replies
-
- hotkeys
- autoassign civ
- (and 9 more)
-
Ok, thank you. I guess for today I call it a day (as the hotkey.session part is a bit difficult for me). Please see what I have managed so far (knowing that there might be mistakes and there is lots of room for discussion, amendments, and additions): EDIT1: Sorry, I had to reupload. EDIT2: When I look at it, I think that hiding the key letters/symbols might be beneficial, as the layout itself explains it already. There is (from my perspective) little reason to show Q, W, E, ..., Bright-, Ins, etc. Hiding these would leave more space for the 0 A.D. game settings and make them also more readable. Futhermore, the layout of the legend for the mouse could be amended (which is not under my control, though). Please let me know what you think - even if you think this is of no use at all. Then I still learnt something from it. keyboard-diagram-0ad.html
-
Sorry, another question: [hotkey.selection] remove = Ctrl ; Remove units from selection [hotkey.session] attack = Ctrl ; Modifier to attack instead of another action (e.g. capture) Does ".selection" differ from ".session" in the way that the latter Ctrl is seen in combination with mouse button click? Left or right? Else, I would not understand how it can be defined 2 times with the same key. Thanks for helping me understanding this.
-
@wraitii The [Alt] setting there is not clear to me, as it seems to be defined twice: [hotkey.selection] cancel = Esc ; Un-select all units and cancel building placement add = Shift ; Add units to selection militaryonly = Alt ; Add only military units to the selection nonmilitaryonly = "Alt+Y" ; Add only non-military units to the selection idleonly = "I" ; Select only idle units woundedonly = "O" ; Select only wounded units remove = Ctrl ; Remove units from selection idlebuilder = Semicolon ; Select next idle builder idleworker = Period, NumDecimal ; Select next idle worker idlewarrior = Slash, NumDivide ; Select next idle warrior idleunit = BackSlash ; Select next idle unit offscreen = Alt ; Include offscreen units in selection Militaryonly and offscreen? Or are these not really defined twice, because each definition is related to a certain situation/trigger? (sorry, I cannot play 0 A.D. right now to see myself) Besides, I face the difficulty that Michael's tool includes the Apple A1243 US keyboard with 109 keys, whereas I have the German layout A1243 with 110 keys and some positioned differently. I always try keeping in mind that it does not really matter what is imprinted on each key, as long as the mapping makes sense (haptic-wise).
-
I will create a first template for the keyboard I own myself, which is a (German) Apple Aluminium Keyboard A1243, understanding that there might not be so many 0 A.D. users with this one. It is too difficult (if not to say impossible) to do this for a US ANSI keyboard as I previously planned, as I do not own one and would not know where exactly which key is. But maybe it will not be too difficult to edit it to one's own keyboard layout when it is officially available.
-
@seeh Thanks for your PM, mentioning autociv (nani's mod, which @Stan` also mentioned above). For passerby - have a look there: This thread here has become some life of its own (not to say that I went quite OT ), but it seems to be ok. So please allow me to add some further thoughts about key mapping and hotkey templates: Understanding that we do have default key bindings in 0 A.D., everybody can change them in the game settings. Therefore, providing a ready-to-use template only makes sense for this default key setting (which over time might change as well). I would like to only prepare a default template (let's see how far I come with this), very likely without the autociv mod mappings. If the result is agreeable, I would ask Michael to add it to his database (see Master Table for an overview of his keyboard list). From there, every interested 0 A.D. user could fetch it and change it to her/his personal flavour. Feel free asking questions about his tool in his GitHub repository.
-
Wonderful - thank you! But the key bindings seem to be a bit different than shown in the game. Is it because in GitHub, they have been changed recently? E.g., in the game settings, camera.down is S, but in GitHub, it is CTRL+S (see also documentation). Sorry in case I might have misunderstood something.
-
Here is a reply from the maintainer of the "Video Game Keyboard Diagrams" tool, Michael Horvath: https://github.com/mjhorvath/Video-Game-Keyboard-Diagrams/issues/11#issuecomment-827221319 So it seems already possible to get a custom keyboard layout for 0 A.D. added. If you agree, I will try to create a keymap for the default English 0 A.D. key shortcuts (as they appear in 0.0.24a) and send the result to Michael. Does that make sense?
-
Another thing that might be of interest when looking at mumble is that the Windows client* includes a decent text-to-speech (TTS) engine which reads messages, e.g. when a user has joined or left a mumble channel. Maybe this TTS engine could be used to also read messages from 0 A.D., e.g. that one's civic centre or troops are under attack and such? Kindly consider looking into the discussion on GitHub about this. If it will lead to something, I don't know, though. *They released 1.4.0 dev. snapshot 4 on 03 Apr 2021. I currently use the stable version 1.3.4.
-
Hey guys, I just wanted to let you know that I have not given up learning to understand how this all works. It just takes ... I just started from scratch again and will check throughout this week where this will lead me to. master@HP-PC MINGW64 ~/Documents/0AD $ git clone https://github.com/0ad/0ad.git 0ad Cloning into '0ad'... remote: Enumerating objects: 515144, done. remote: Counting objects: 100% (9649/9649), done. remote: Compressing objects: 100% (2861/2861), done. remote: Total 515144 (delta 7998), reused 7894 (delta 6777), pack-reused 505495 Receiving objects: 100% (515144/515144), 4.99 GiB | 12.30 MiB/s, done. Resolving deltas: 100% (402690/402690), done. Updating files: 100% (35939/35939), done. Thanks for your patience!