Jump to content

Atrik

Community Members
  • Posts

    731
  • Joined

  • Days Won

    40

Everything posted by Atrik

  1. The simplest workflow is to create a branch per PR. So that when you start working on a new fix or feature; just create a new branch.
  2. ModernGUI now have integrated most of @nani and @Seleucids autociv's functionalities. I always wanted to add the following : A command to save and load game presets in gamesetup Now possible. For example : set all your mainland balanced TG settings; do /save mainland TG; /default mainland TG => When you open a host you always have this preset. Reminder the full list of commands (with the one of autociv) always available when you type /help When using selection hotkeys, you sometimes want to NOT select a specific group of units. For example all cavs BUT NOT the ones you are using for corrals, or infs but NOT the ones mining and defending home CC. You now have a setting to define a range of control groups that will be ignored by selection hotkeys.
  3. I cannot check all zips you distribute. If you clone (or download) your repo, you'll have the correct file structure. On a side note this situation is NOT an isolated instance of troubles caused by compatibility check doing things that seems outside of its scope. The folder name, or the file structure shouldn't be taken into account for compatibility check. The mod.json should contain the only data used to determine compatibility, any other additional rule is likely just going to create pain for modders.
  4. It never takes too long with jc..
  5. Excellent demonstration that models are not the problem here.
  6. @DesertRose You edit templates that impact the simulation. You should mark the mod not ignoring compatibility check, as it's technically not. Compatibility being a good enough reason why hotfixs are rare in between releases as mentioned by @guerringuerrin.
  7. What @guerringuerrin said, already better, the gendered civilians could be a good addition, but sharing audio with citizen-soldiers creates a small UX regression. Sound feedback matters. This thread isn't intended to be for a rejection the feature, however could be a highlighting for potential refinement. @guerringuerrin tried to orient the discussion on getting the sounds fixed but that didn't help .
  8. Right, if you copied the mod.json out of the archive, instead of unziping then the zip file then it needs to match. For simplicity you can do the latter.
  9. It's not like just a change of having to remap some habbits, it's loss of information. Visually I could very well adapt, to new civilians models, no problem. But losing the sounds differentiation between them and CSs is a small regression in UX.
  10. Normally not, however a common assumption is that mod detection is refreshed when opening the mod selection page, which isn't, so you need to relaunch 0AD.
  11. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial. Here is a small mod to make all civilians have the sounds of the previously females citizens. CiviliansFemaleVoices.zip If you would also prefer with the actors changed to all females (for consistency for example) here is one that does that. CiviliansFemaleVoicesAndActor.zip
  12. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial.
  13. @Stan` to be fair I would just point out that @Obelix did make some regular contributions with triaging, labeling and commenting. Don't know the criterias to be provided more rights, nor do I know him, but just wanted to make this fair acknowledgement.
  14. ModernGUI R28 Update : The top panel is now resizable and support 4 presets that renders well Snapping walls (and palisades) now support snapping to other buildings better More stats, more tooltips, better panels! Direct Download link mod.io GitLab
  15. @Seleucids I know you are busy in the weeks, so I decided to take a look into autociv current issues. Below a version build from what you already fixed with : Fixed autoconfig (the couple comment above should be addressed with this) Fixed overlay Some other details, i also added finished adding some options for custom the overlay (make less stats for example) autociv.zip
  16. Stunning screenshots !
  17. @real_tabasco_sauce Well done! Can you update the mod.io? I see you are maintainer of the mod there so you probably can do it.
  18. Fix for the line spacing bug ChatLinesFix.zip
  19. It's available : https://gitlab.com/4trik/ModernGUI . Since I've introduced a some of new things, and the mod is pretty fat with so many options, It's in bug discovery phase right now (I don't know of any bugs nor any been reported at this time). I'll make a post when I'll have more confidence. If you do try it and find anything you can report it to me.
  20. I salvaged some of autociv into ModernGUI, I can help with some of the fixes I covered doing so: Fix for the option page, just return a promise in init autociv_patchApplyN("init", function (target, that, args) { const promise = target.apply(that, args); [...] return promise; Same for lobby autociv_patchApplyN("init", function (target, that, args) { autociv_InitBots(); // Call everything that isn't sensible to the page being fully init here const result = target.apply(that, args); return Promise.resolve(result).then(resolvedValue => { // Call everything that is sensible to the page being fully init here autociv_focus.chatInput(); g_LobbyHandler.lobbyPage.autocivLobbyStats = new AutocivLobbyStats(); initChatFilterInput(); return resolvedValue; });
  21. @leopard reintroduced random positions in his mod https://mod.io/g/0ad/m/mainland-twilight . It's basically feldmap scripts but with random position as variant, and other cool variants as well. The only reason we don't use this over feldmap in the online community is pure habits and because we are sheeps.
  22. @RavenKry you are using A26, the current version is A27 and soon will be R28. === We can note that If the errors occurs because a remote resource is unavailable, might be worth looking into and fix that.
×
×
  • Create New...