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WFG Retired
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Everything posted by fcxSanya

  1. Yeah, thanks, I liked the first one (never played online, but finished part of singleplayer campaign and played some skirmish matches with bots)
  2. I concur, we need 1.0.10+, see BuildInstructions: (actually it seems findPlugin method was introduced in 1.0.10, see gloox changelog, so previous versions not only have connection problems, but aren't compatible at all) And Ubuntu Trusty has only 1.0.9: https://packages.ubuntu.com/trusty/libgloox-dev I believe I used Trusty when working on #2305 , but I probably compiled a newer version of gloox from sources. So either find (in ppa or somewhere) or compile gloox 1.0.10+ or build 0ad without lobby.
  3. It was started by me, but now it's a team work with @vladislavbelov: https://github.com/AlexanderOlkhovskiy/0ad-space/graphs/contributors and everyone else interested is welcome to join It should be legally clear (see license / sources / credits sections of readme) if that's what you mean under 'rights' But we want to finish some things before packaging and distributing the first public version, see Milestones (without these changes it's a bit confusing what's available and what to do when playing the mod :))
  4. (a bit late reply, but better late than never) Don't forget to check the specific license terms, since "free" often does not mean "without any limitations", in particular Poliigon's license explicitly forbids redistribution and usage in open source projects: https://help.poliigon.com/faq/license-faq
  5. The AI is a dumb hard rock (no offense, just a wordplay)
  6. I don't think I saw anything apart from the ship, which was smuggled into the game in r9959 . @wowgetoffyourcellphone may remember more details. Maybe something was committed into the art repo or somewhere?
  7. I wonder if it just requires copying the cmpVisual.seed in cmpPromotion in the same way as it's done f.e. in cmpFoundation (and also keeping the actor variants consistent amongs ranks).
  8. A new theory: There is a new mod on mod.io (https://0ad.mod.io/millenium-ad) which has modfile.metadata_blob = null unlike all the other mods (see json here: https://api.mod.io/v1/games/5/mods?api_key=23df258a71711ea6e4b50893acc1ba55) There is a test with the same metadata_blob value (null) resulting in the same error ("metadata_blob not decoded as an object") here: https://github.com/0ad/0ad/blob/031d790ccff983ab7411178ba0afa75631d17f74/source/ps/tests/test_ModIo.h
  9. Probably mod.io API had some temporary issues and returned an unexpected non-JSON response body.
  10. There is a quite detailed instruction here: https://github.com/0ad/0ad/blob/master/source/tools/XpartaMuPP/README.md
  11. We have a ticket with some considerations on the subject and some (somewhat aged) WIP patches by @elexis : #3556 (Dedicated server)
  12. We can compare tags in source / translated strings, I recall some translation tools giving warnings when they don't match (and in case of a custom script we of course can define yourselves what we consider a tag). @Gallaecio or @GunChleoc may have some advice (having more experience with translation tools)
  13. Welcome to the forums and thanks for the report, it was also mentioned here (as the second issue), so the topic contains some relevant discussion:
  14. +1 for the triggerscript solution if it would be a map-specific feature. I concur it would be easier to have a single pre-created building of such type in this case. On the other hand, if it would be a part of the faction's core mechanic, it should be more natural and convenient to implement it via a dedicated entity-level component, like aforementioned ProductionQueue. As an implemention hint: GarrisonHolder has an example of maintaining a collection of related entities.
  15. This should cause OOS in multiplayer games (and if doesn't, the hash calculation has to be modified to notice such changes).
  16. It wasn't me who wrote the instruction (which would be convenient to be linked to, btw, so other people would be in context: XpartaMuPP/README.md), but apparently it suggests you to: 1. select a directory, or use a default one if already set ("/opt/ejabberd-modules" in the example) 2. create "sources" subdirectory in it 3. copy mod_ipstamp directory in the "sources" subdir
  17. I tested 0 A.D. host/join with my PC and laptop connected by a regular patch cable relying on automatic crossover and it worked fine.
  18. It has the following structure: { "List": [ { "name": "<...>" }, <...> ], "LangName": "<...>" } Your name is listed for " \u0395\u03bb\u03bb\u03b7\u03bd\u03b9\u03ba\u03ac ", which is "Ελληνικά" (you can convert these characters using js snippet in your browser console or online converters, example: https://r12a.github.io/app-conversion/ )
  19. @SGK7019 you can link the aforementioned credits file , but note that: 1. the link may change if the file would be moved / renamed inside the repo 2. this is json with unicode characters escaped as \uXXXX, so it's not very convenient to read as is Also you can link transifex pages: 1. Greek translation team: https://www.transifex.com/wildfire-games/teams/17418/el/ (or link to your profile, which lists the projects you are participating in) 2. the Greek translation itself: https://www.transifex.com/wildfire-games/0ad/language/el/ The project-related pages (unlike profile) require login to see (which is inconvenient if you are going to include them into your CV or something).
  20. There is a "Scenario Design/Map making" subforum intended for sharing custom maps and discussing related questions: https://wildfiregames.com/forum/index.php?/forum/384-scenario-designmap-making/
  21. For managing the attacked units see defenseManager.js:checkEvents , for upgrade -- I don't see any code where Petra issues 'upgrade' commands (doesn't it upgrade towers?), but it should be possible do to in the same way as all other commands (see 'Engine.PostCommand' calls in common-api/entity.js , 'upgrade' command definition in Commands.js, and its usage in gui scripts).
  22. I didn't check the code, but looking at the map xml I'm almost sure that the 'Actor' element with the 'seed' attribute are storing the selected variation, example: <Entity uid="4347"> <Template>actor|props/flora/grass_field_parched_short.xml</Template> <Position x="1199.14869" z="103.9384"/> <Orientation y="2.35621"/> <Actor seed="62142"/> </Entity> <Entity uid="4348"> <Template>actor|props/flora/grass_field_parched_short.xml</Template> <Position x="1198.7306" z="61.08883"/> <Orientation y="2.35621"/> <Actor seed="14988"/> </Entity>
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