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Everything posted by Vantha
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I agree. I think any decent team game rating system would bring a good improvement over the current system, just because most players play more team games than 1v1s and a higher number of rated games will automatically result in a more accurate rating. We wouldn't even need to abandon the current rating system, players can have both 1v1 and team game ratings at once. I can't even imagine it to be that hard to implement, the problem is a lack of manpower. However, if anyone decides to start working on it, I am open to help coding it.
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BUG: Using the hotkey allows sending flares when not intended
Vantha replied to Vantha's topic in Bug reports
I just uploaded a patch: https://code.wildfiregames.com/D5297 -
Proposing changes to the native names of some units and buildings
Vantha replied to Vantha's topic in General Discussion
Han minister To my understanding the name currently in use ("官吏 Guānlì") is a collective term for government officials ( which is obviously not wrong, as ministers symbolically represent the entire government). However, after all, the unit is still called "minister" and limited to nine at a time in reference to the Han dynasty's nine ministers. And these nine ministers (/ chamberlains) were called "九卿 jiǔ qīng" with "九 jiǔ" translating to "nine" and "卿 qīng" translating to minister(s) or other high ranking officials. Here is the change I am suggesting: Guānlì -> Qīng Sources: -
reading screen resolution in GUI scripts
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Wow, that's so much more simple than I hoped for. It even allows to get the actually displayed size for GUI objects directly as well. Thanks. -
Proposing changes to the native names of some units and buildings
Vantha replied to Vantha's topic in General Discussion
Good idea. Or maybe 'Tiger Guard Spearman'. Much better (and more unique) than just 'imperial/palace guard spearman'. -
Proposing changes to the native names of some units and buildings
Vantha replied to Vantha's topic in General Discussion
Han champion spearman (Hǔ Bēn) This time it's about the GenericName (the translated descriptive name): At the moment, this unit is called "Palace Guard Spearman". "虎賁 Hǔ Bēn" (usually translated to something like "Rapid as Tigers") were indeed a guard unit stationed around palaces. However, they were not actually responsible for guarding the palaces, but rather the emperor himself (who just happened to spend most of his time at palaces). This distinction is important because there was another (completely separate) unit specifically assigned to just guard all palace buildings – even in absence of the imperial family. The Han bureaucracy strictly differentiated between corps of imperial guards and palace guards - so much so, in fact, that they had two different ministries for them. Thus here is the change I'm suggesting: Palace Guard Spearman -> Imperial guard spearman (It would be cool to also include "Rapid as Tigers", but I'm afraid it would feel out-of-style with the names of other units) Sources: -
I opened a second editing pr for some Athenian units that were left untouched in the first one https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/152
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Vantha replied to wraitii's topic in Gameplay Discussion
@guerringuerrin Ok. As explained here, the icon tag has a property called 'displace' that allows moving the icon on the x and y axis by a certain number of pixels. Now, the target icons measure 32x32 pixels while the font is only 16 pixels high. A downwards offset by half the difference (in this case 8 pixels) perfectly centers the icon on the text => displace="0 8". (The text might appear a bit smaller than 16 pixels because it mostly contains lowercase letters, so I suspect an offset of 9 pixels might look slightly better, but you'll have to be the judge for that) I suggested according changes to the latest merge request. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Vantha replied to wraitii's topic in Gameplay Discussion
Sure, I can help with that. Where is the code? I don't see a merge request for it. -
Does deleting the 'simulation' folder help? It only contains (currently unused) links to some articles inside the XML templates.
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Thanks. Well, the log files didn't contain any error messages last time... Is the crash message the same as before?
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Ok, I can picture what you mean now, that might indeed be useful to have. I'll see what I can do. You've downloaded the mod from the GitHub repo, correct? Deleting the .gitattributes, the README.md, and the Setup.js should get it working. By the way, if anyone is interested, Setup.js is the script which I'm using to make the directories, extract the data from the xmls, categorize them, and create the json files. I'm running it with NodeJS and its filesystem and xmlBuilder package.
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Interesting idea. We currently only have the section for related articles on the right (which is currently empty because they have to be filled manually). Adding a button below the articles that simply opens the first of them (i.e. "the next page") won't be hard to implement. I'm sure some players would prefer the feeling of leafing through a book rather than of clicking through menus. No, of course not. I'm still unsure what to go for with the images.
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Hmm, not sure if I like the large square portraits. They take up so much space.
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Where would you place them on the page? Images would be great, but the articles themselves should remain the focus point of the layout.
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Can someone share their log files after the error occurs?
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After suppressing, is there any texture that isn't correctly loaded in?
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I'm pretty sure not. As far as I know that throws a different error.
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I used the A27 release candidate, but have also (successfully) tested it on the latest development version.
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What happens when you press 'suppress'?
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Does everyone get this error? I was able to reproduce it only once, it seems like an issue with the PNG decoder. Have you tried simply reopening the game? And pressing 'suppress' should enable you to resume the game anyway. Good point. The dropdown is an instance of the same class responsible for the civilization selection dropdowns everywhere else in the game (like above the structure tree). And actually, I intentionally hid the automatically created "Civilization:" text. I thought the dropdown was self-explanatory with the context. So, how about showing "Choose you civilization:", but only as long as no civilization is selected? I agree. And adding images inline images is already possible with the TextRenderer by using tags. Plus, I implemented a feature to add "title images" above the articles (where we could show the portraits). The only problems with it I see are: Firstly, I'm not sure where to place it on the page, there's not much free space. Secondly, we don't have images for every article and many articles do not primarily describe one unit or building, I'm afraid some portraits would fail to thematically fit with the texts themselves. Yes, I am aware of that. I tried keeping it in mind while building the page, but I'm pretty sure there will still be some issues of overlapping UI elements on smaller screen sizes. But that won't be very hard to fix. The navigation history is stored in a simple array, so it probably won't cause issues over short periods of time. But I will test it. And I suppose the best solution would probably be to to limit its length to (let's say) 20. (Meaning you can't go back more than 20 times)