Jump to content

fcxSanya

WFG Retired
  • Posts

    1.083
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by fcxSanya

  1. As @(-_-) said, templates inherit properties from their parents, in particular structures/gaul_civic_centre is inherited from template_structure_civic_civil_centre (see the 'parent' attribute of 'Entity' element). skirmish/structures/default_civil_centre is a skirmish replacement entity and it inherits most properties from template_structure_civic_civil_centre too.
  2. This is a common requirement for all textures to have a power-of-two size, see TextureFormat . It comes from historical issues of graphic drivers / libraries with non-power-of-two texture sizes. Unrelatedly: I compiled the information from this and the previous topic about the previews into a wiki page: https://trac.wildfiregames.com/wiki/Atlas_Manual_Map_Preview
  3. Well, the new project may be more suitable / convenient for your thesis and you can return to the mod any time later not being restricted by the academic work constraints. So this may turn out to be better for the thesis and not so bad for the mod after all If you already have some material (art or design/research docs) I would recommend dumping them into a github repo, so they will be already available for other people and won't be lost if you will return to the mod after a significant amount of time.
  4. There are a number of possible solutions listed in the ticket: #4724 . Someone needs to evaluate them, write an implementation of the chosen option and integrate it into the game
  5. We're starting to be more careful with the estimates. We used to have such ETA for the final release! --- Day changed Sun Jan 29 2012 <...> 21:47 < Igorel> hi all 21:47 < Igorel> when will be the relise of 0 A.D. 21:47 < Igorel> ? 21:47 < Igorel> final realese? 21:48 < quantumstate> we don't know yet, possibly about a years time 21:48 < erik_feneur1> Probably some years into the future. 21:48 < quantumstate> I may be being too optimistic 21:49 < erik_feneur> I've learned not to be too optimistic. Jason said "perhaps within a year or two" when I joined in 2007 =) <...> 21:59 <@Philip`> It was "perhaps within a year or two" when I joined in 2004 :-)
  6. Being a historical project, we observe New Year according to the Julian calendar: Old New Year
  7. I have this issue for a few days too. The "Unread Content" loads a significant time (likely depending on unread items count, permissions etc.) and there seems to be a one-minute timeout (so if it doesn't manage to load in that time, it returns http 503). Apparently for most people it works fine, for my account it almost never manages to load. I created a new test account and it always works fine there (even though it lists all recent content as 'unread'). I've asked Jan about it yesterday, he said: I didn't manage to post on IPB forums yet.
  8. I don't think gui scripts are executed for AI. And in any case you should send that command from the AI itself.
  9. Yeah, something strange is happening. Works this way, thanks! Committed.
  10. By some reason I can't get this working, I tried disabling all mods and putting your example (with and without replacing "args" to "initData, hotloadData") into mods/user/gui/session/session2.js , but the game crashes on the session init without the crash logs or any useful messages in the logs:
  11. It was a proof-of-concept implementation, if Hyrule Conquest (or any other mod) is going to stick with it, we indeed shoud find a way to call initCivChoicesDialog without modifying session.js Do you mean we need to modify the main game to call the new init method (under a new name) or we may name it 'init' too and somehow call the original with the same name? Yes, I separated copying files from 0ad and introducing actual changes to make them easier to track. It's based on Alpha 22. If you are talking about civ_choices_window.xml then it's loaded by <include directory="gui/session/dialogs/"/> here
  12. @darkinterloper hello and welcome to the forums! As @Nescio correctly said, all the following lines are subsequences of the syntax error in civ_choices.js The syntax error must be consistent (rather than depending on some data), so someone must have changed the file (comparing to its 'original' state in the civ choices mod ). So please share the file itself (or even better a repo where both the file and the changes history may be seen).
  13. That's a bit silly, but should do for a first attempt: (inspired by all the t-rex memes)
  14. Or you can always have all other upgrade options in each variant to directly switch from one to another. I see two alternatives here: a.) what wowgetoffyourcellphone is saying, i. e. restricting the CC placement to predefined slots, which along with subsections would be placed on the map by the map designer. This presumable may be done without any new code (depending on how unclaimed settlement capture / upgrade would be implemented), but would affect all civs and the map making process (including random map scripting). b.) keeping the free CC placement and adding a new simulation component which would spawn the subsections after the building construction.
  15. @The Undying Nephalim I updated the buttons layout in the civ choices mod to be closer to your original mockup: The changes are here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/1953e8ba0c124b2161fce646573f50253e45336b
  16. (apparently I didn't have enough time that day and a few days after it) Fixed in https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/4840eaa96e2dc5b1f6d54300dedcc708b8240f1a @The Undying Nephalim make sure to copy the fix to Hyrule Conquest Can you still reproduce it with other people or you didn't play after your earlier matches?
  17. I think this should be possible with relative small changes in Foundation and Builder components, for example adding an 'autobuild' flag to relevant building templates (probably with a 'builder rate' specified), adding an automatic 'builder' in Foundation for such buildings and restricting the regular builders to join construction. We need something like this in the space mod too (the idea is to place a beacon/landing pad-looking foundation and then a spaceship will arrive after some time), but I didn't manage to experiment with this feature yet. Another a bit inconvenient but already available alternative should be building foundations (logically) as finished buildings (technically) and then using the upgrade feature to convert to the finished building state. But this will require player to manually upgrade each foundation. This probably may be not so bad if there would be some generic foundations of different sizes and then player would be able to select a number of finished buildings for each of them (like sunken/spore colonies in starcraft).
  18. Can you do the same experiment as I did? 1. run two game instances (on Windows you have to copy the entire game folder to run another instance, otherwise it crashes) 2. host with one instance (Multiplayer -> Host Game) 3. join in another instance (Multiplayer -> Join Game, Server Hostname or IP: localhost) 4. start the match and check how hero selection works in both game instances @Baskom Welford thanks for reporting it! @The Undying Nephalim when the gui session initializes and checks for available 'civ choices', it should also check whether one of these technologies is already researched. I will try to fix it in my mod in near few days (maybe even later today if I will have enough time and will manage to do it fast enough).
  19. If it's consistent and reproducible it should be easy to debug You don't get the dialog at all or you select a hero, but he still remains 'non-researched' (locked and grayed out)?
  20. Repeated the same simple test (direct local connection, two players) in Hyrule Conquest, seems working for both the same and different civs: Need more details :/
  21. Fixed in 4cee038 I added the second civ into my mod, but still wasn't able to reproduce the issue: I didn't try the Hyrule Conquest yet, will try to check it out later today or tomorrow.
  22. Strange, what's happening for the other players? I tried a network game locally (which has the same simulation / gui behavior as lobby games) and was able to select different technologies for both players: It crashes the gui session init in replays (and probably for observers too), but that's a different issue and a simple one to fix (I think it just requires a check whether the 'current player' is selected at the start of the match).
  23. I don't think so, see this somewhat related discussion earlier in this topic:
  24. I've made an example here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod See this commit for the relevant changes only (since I modified unit / civ templates and session.js): https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/2c83b69cf6c55b1535edae3b4ed29909efbb802c
  25. Your memory is better than mine There are indeed some scripted dialogs on the map: https://github.com/0ADMods/map_A_Silent_Day_In_Gaul/blob/master/maps/scenarios/A_Silent_Day_In_Gaul.js#L343 But they seem to be based on the standard layout with configurable text and button captions.
×
×
  • Create New...