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fcxSanya

WFG Retired
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Posts posted by fcxSanya

  1. <...> that aura visualization was implemented months ago (I know that since I made these icons)

    Icons were committed/applied 8 months ago indeed (in r16625), but that particular one (buildgather_bonus.png) was used only for Xerxes there.

    Displaying it for females was added only on November 30 (in r17335), 4 days after Alpha 19 release.

    • Like 3
  2. Based on the currently provided facts I would guess that Ctrl + Num is bound to some desktop environment/graphical shell (GNOME, Unity etc.) and SDL2 respects such system bindings more than SDL1.2 (used in A18 package) did.

    @frita, please check whether Ctrl + Num allows to switch tab in Firefox/Chrome (someone reported a possible related issue with cinnamon here: http://askubuntu.com/questions/554597/bind-the-ctrl-number-keys-to-firefox-in-ubuntu).

    • Like 1
  3. OK, here´s the attachment...

    Can you please also attach the map itself?

    To do this:

    1. go to your data location (see GameDataPaths)

    2. find your map (it should be in mods\user\maps\scenarios )

    3. add both files (pmp and xml) into an archive (I believe the forum allows to attach at least zip files)

    4. attach it in the same way as image here

  4. @Salvador79,

    Have you got a version of the file "The front view of an oppidum. The Murus Gallicus wall is easily visible along with longhouse with wooden roofs" in higher resolution than the one posted?

    Google image search doesn't find anything in higher resolution than 585 × 329 (the same as originally posted by Germanic_celt79). The image seems to be originating from this page: Im Banne des Donnersbergs and it's attributed there as "Foto: Roland Seidel/Landesarchäologie Speyer". You can try to contact this person/organisation and ask whether they have/can render a more hi-res version. This may give you exactly what you want or may give no results at all.

    What Stan proposes is an alternative solution, it surely won't look exactly the same as the orignal render, but you have a lot of flexibility in this case: you can render in any resolution you want, you can use any models, adjust their positions, camera angle etc.

    In this case you need to:

    1. open Atlas (scenario editor), either via the "Map Editor" shortcut or from in-game menu (Tools & Options -> Scenario Editor)

    2. either use the default empty map (should be more suitable if you want Stan to reproduce the same scene in Blender later) or load an existing one (might be better if you want to make the final image in Atlas).

    3. place some objects:

    post-9635-0-71016800-1448440932_thumb.pn

    (see Atlas Manual for instructions)

    4. either make the final screenshot yourself (via Menu -> Misc hacks -> Screenshot/Big screenshot) or share preview (screenshot)/map itself with Stan.

    • Like 1
  5. Templates are indeed in XML. Technologies are in .json

    Sorry, off topic - that is interesting news to me. I bet it has probably has been that way for years :) Just out of curiosity does anyone remember why the departure was made from XML? I'm assuming there was a logical reason why...
    Hm, I planned to comment on this in May, but it stuck in bookmarks.

    But since I don't see an answer in the subsequent posts from a glance (they all seem to be related to the original topic), I will comment now.

    I believe we are using JSON when data is loaded directly by scripts, and XML when data is loaded by engine (it can be exposed to script too in this case).

    http://trac.wildfiregames.com/wiki/JSON contains some additional info.

    I bet it has probably has been that way for years :)

    Some of the files mentioned in the wiki page were introduced in 2010-2011:

    http://trac.wildfiregames.com/changeset/8498/ps/trunk/binaries/data/mods/public/simulation/data

    Timestamp: Oct 30, 2010 1:27:23 PM

    http://trac.wildfiregames.com/changeset/8494/ps/trunk/binaries/data/mods/public/civs

    Timestamp: Oct 30, 2010 4:02:42 AM

    http://trac.wildfiregames.com/changeset/8865/ps/trunk/binaries/data/mods/public/simulation/ai

    Timestamp: Jan 12, 2011 12:29:00 PM

    http://trac.wildfiregames.com/changeset/9096/ps/trunk/binaries/data/mods/public/maps/random

    Timestamp: Mar 22, 2011 1:34:45 AM

  6. So, public svn repository miss branch with new path finder?

    We don't use svn branching since it's inconvenient (I believe), there is only 'trunk' in the repo. People develop changes in their working copies and share/review in the form of patches.

    There is a github repository: https://github.com/0ad/0ad which is synchronized from the main svn repo, which can be cloned and used for development, but patches still have to be attached on Trac for review and committed into the svn repo to be integrated.

  7. "Model art/meshes/structural/zev_fpump is boned with unboned animation."

    There is a fixed ticket with the same error message: #2332, you can check whether your error has the same source (which was the non-unique root identifier, given the commit description).
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