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vpereira

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Everything posted by vpereira

  1. Hey, yes.. i will take a look what are the merge conflicts in the PR that I opened.. My kids played a lot it and they couldnt find any error, i.e error messages popping up while playing.. however I think we should change the AI in some cases, for instance first mission, the enemies could do more.. what do you think?
  2. Hello Mod community, I'm developing a mod, more to learn about 0 a.d development. I'm introducing for now 2 civilizations: Trojans and Mycenaeans. I'm already able to play with both, but when on game clicking in the "Myceneans emblem" I'm getting the following error: I reviewed already my civilization definition over and over again, and cannot spot any issue https://github.com/vpereira/0ad-troy-mod/tree/master/simulation/data/civs Does anyone knows what the problem could be? Thank you in advance!
  3. You can download it from my Github and install it as mod (just copy to the mods folder/directory), then enable it via mods selection, and you are ready to play.
  4. Unfortunately, didn't work out. If I drop the "merc_inf" mixin from the parent, and have instead of Then I'm able to train the mercenary in the barracks. However looking the mixins merc_inf.xml and mercenary.xml, I dont see what could be enforcing the "phase_town" ? I'm running version A26.
  5. I see now, thank you for the hint.. in the A26, we have the following: Is what I was looking for
  6. @real_tabasco_sauce This can be indeed the problem. I'm looking up github master branch.. i should make sure I'm https://github.com/0ad/0ad/tree/A26. I think the idea of having the embassy is a valid one, if I just wanted to fix the problem. I want however to understand where the problem is coming.. I don't know which parent from mercenaries is limiting it to the phase town. That's what I have on my barracks.. Without the Requirements block, it works as expected, I can train it in the Town phase, but not in the Village phase
  7. It failed again Looks like Requirements isnt allowed inside entity? My code looks like:
  8. Thank you @wowgetoffyourcellphone! Question, I couldn't find in which parent it is defined at all.. and I thought that just adding it to my instance, would "monkey patch" (overwrite) the previous definition no?
  9. Hi, doing some experiments to try to understand how to mod, I was trying to add Mercenaries to the "cart" civilization already in the village phase. I was able to add it to the Town phase, But looking the templates "merc_inf" and "mercenary" it wasn't clear to me where I can change it. I tried to add: To my simulation/templates/units/cart/infantry_swordsman_merc_b.xml but then when my Barrack is done, i get the following error: Removing the "Requirements" block everything works as expected, but I cannot build the mercenaries from the barracks in the village phase as I wanted... any hint? Thank you!
  10. I have a question regarding the process of creating such maps. I did create already some custom maps, but they never look that good, and I'm not able to position my camera in such angles.. are you just using the Atlas or any other application? Any tips, how to or forum post with some good tips to make an awesome map?
  11. Yup Phab was offline today, early in the morning, if you did fix it, thank you <3
  12. But if i understand correctly, the contributions don't happen via PR on Github (or gitea, gitlab), but instead I have to create manually a patch, and upload it to Phabricator, no?
  13. I still fail to see why not use GitHub? It offers zero maintenance costs, and the likelihood of it disappearing is smaller than with any other free service available. I've been maintaining an open-source project since 2006, and for us, GitHub has been a real peace of mind.
  14. Thanks Stan, I found it today, under https://github.com/0ad-matters/gh-action-build-pyromod, and I will probably give it a shot! Looks like many devs come up with similar solutions to the same problems!
  15. Hi, I'm not sure if its a problem on my installation, or am I missing some setup step. If i open the atlas, the Textures preview are not available. If I choose one, and try to paint, it works fine, but to visualize the preview and see the differences between Cliff greek and Cliff granite, for instance, not possible. All textures preview are just solid colors.
  16. I cleaned up my existing logs since they are quite big, I will disable any other mod and generate the log again (the issue happens, without any other mod enabled, but i now i had other mod, and to avoid noise, i cleaned up the logs, disabled other mods and I will play it one more time!
  17. Always in the end of the game, when I click on "Quit & Summary", I get an error, which blocks me to see the summary. I'm on 0 A.D 26, and running the last available mod
  18. I transformed this command in a github action that I'm using in a mod that I was trying to improve. I think people could use it while preparing their releases: https://github.com/vpereira/Macedonia_0ad/blob/master/.github/workflows/release.yml
  19. I was able to merge the a25 branch into the master branch. Looks like the author pushed twice the updates for mission 8 and 12 to a25: https://github.com/vpereira/Macedonia_0ad. Now its fixed.
  20. I see that there is two branches on github, https://github.com/SciGuy42/Macedonia_0ad/tree/a25 and the master, both have some commits related to porting it to version 0.25, checking the diff looks like some code was touched in both branches... Does anyone know in which state is this project? I think i will try to merge the branches and then try to port it to 0.26. After reading the https://trac.wildfiregames.com/wiki/PortA25ToA26 having the code base 0.25 ready, looks like a straight forward task. Best regards, VP
  21. Regarding the path used in the examples, I'm using the directories as described here https://trac.wildfiregames.com/wiki/GameDataPaths to store my mods. So would be a good practice to package my mod like: binaries/system/pyrogenesis -mod=mod -mod=public -mod=my_custom_mod -archivebuild="~/.local/share/0ad/mods/my_custom_mod" -archivebuild-output="my_custom_mod.pyromod" -archivebuild-compress Or does the "-archivebuild" parameter expect a relative path? Thank you! VP
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