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Vantha

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Everything posted by Vantha

  1. I'm pretty sure not. As far as I know that throws a different error.
  2. I used the A27 release candidate, but have also (successfully) tested it on the latest development version.
  3. What happens when you press 'suppress'?
  4. 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)
  5. Good news! I have finished encyclopedia GUI page! Functionality has barely changed, but I designed the UI and layout of the page. This included creating various fonts, ornaments, and a lettering as well as multiple new looks for scrollbars, dropdowns, buttons, and much more. Here is a short showcase: screen-recording.mp4 I updated the GitHub repo if anyone's interested in the code and also created a mod for everyone to try out and use, please let me know what you think. Nothing is carved in stone; I'm open to feedback or suggestions. 0 A.D.'s Encyclopedia.zip
  6. Here you go:https://github.com/JustusAvramenko/delenda_est/pull/64
  7. Yes, mods can easily pause the game. @wowgetoffyourcellphone the commands are g_PauseControl.implicitPause() and g_PauseControl.implicitResume() (if you want to pause the game in singleplayer only) I can open a quick pull request if you want.
  8. Ok, considering the mentioned use cases, stopping the button from getting disabled when the game ends seems like the way to go. Here is the ticket: https://trac.wildfiregames.com/ticket/6926#ticket
  9. Is that the desired behaviour? I want to open a ticket and maybe make a patch for it.
  10. The Han stable The current name is a literal translation of the word "stable" into Chinese. The Han practiced horse breeding to a large extent in designated breeding stations (mainly along the northern border). As far as I found out, there was no unique proper name for these horse keeping facilities, however, they weren't "stables" at all, more like wide open ranches. Instead, they were most frequently referred to with the word "苑Yuàn" ("garden") or "马苑 Mǎ Yuàn" ("horse garden"). I suggest this change: Mǎ Jiù -> Mǎ Yuàn Sources:
  11. If we cut off the ability for winning players to flare, then we should do the same for players without any teammates to see the flares.
  12. The bug occurs (not when you've lost but) when you've won, at which point you're still a player (not an observer). And in that case, you should be able to still send flares and the button should not be disabled, right?
  13. By it works I mean it's possible to send flares and the team mates (the winning players) can see them. And considering these players aren't observers at this point, I think that's the intended behaviour. So the question is then why is the button disabled and why doesn't the cursor change when pressing the hotkey? That might be the actual bug here.
  14. Sorry for the delayed reply. Yes, it also "works" in multiplayer. I think that's because winning players are not made observers at the end of the game. Actually, they should probably indeed be able to do it. Maybe the real bug here is that the button is deactivated.
  15. Here is the patch: https://code.wildfiregames.com/D5269
  16. But you're aware there's seperate hotkey entries for setting, selecting, and adding control groups, right? Uninstalling and reinstalling... but I'm a bit clueless. Can anyone else on Windows reproduce the issue?
  17. Using numbers to queue up units (in place of making control groups) works fine for me as well. Have you tried reinstalling the game?
  18. You reassigned the hotkeys? Maybe the numbers are conflicting with the default control group hotkeys then.
  19. For me (on Windows) the shortcuts to train units are the keys z, x, c, v, and shift-clicking to queue up multiple at once works just fine.
  20. Ok. This one should work: recording-2024-05-16-15-42-20_Edit.webm
  21. After winning a game, the flare button deactivates, but by using the assigned hotkey (by default "k") sending flares remains possible, despite the cursor (correctly) not switching to the flare icon: recording.mp4 Edit: Does the video play correctly? It only works every other time for me.
  22. Secondly (and I've brought this one up in the past as well) The Han mangonel (catapult): A disclaimer straight away: I do not speak Chinese, so I can't confirm terms first hand or use primary sources. The current name is a literal translation of the word "trebuchet" into Chinese. (Traction) catapults in Ancient China instead actually were referred to as "砲pào", the same word that is later also used for cannons. In the much later Song dynasty catapults were also classified by the number of wooden spars making up the catapult's arm. The 3D model in-game has one only which would make it a "single-beam trebuchet", a "筲砲砲Dān Shāo Pào", though the frame looks a bit different. The same military compendium also mentions the "crouching tiger" catapult, the "虎蹲砲Hǔ dūn pào" which looks pretty similar to ours. However, in my opinion this last name is way too specific, and seems exclusive for the Song period. Therefore, I suggest the following change: Tóushí Chē -> Pào or Dān Shāo Pào (and just maybe Hǔ dūn pào) Sources:
  23. I'm all in for helping with a new tutorial. I agree that special strategies and tricks are not something a tutorial should teach - discovering stuff yourself or learning it from others is part of the fun, especially in a strategy game. We should view a tutorial as an "introduction to essential gameplay mechanics" - of which there are more than enough in 0ad and plenty basic ones that are not covered by the current tutorial. Sure, why not. The UI page currently has an empty "gameplay" section anyway...
  24. Thank you. I will edit the ticket and then probably make a patch to resolve the issue.
  25. Probably. List object in general are hardly used in the entire game. But I can't imagine it to be hard to complete the implementation.
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