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fcxSanya

WFG Retired
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Posts posted by fcxSanya

  1. On 1/30/2018 at 11:06 AM, false_god123 said:

    where do you find this information? I would have thought opening the default civic centre would have all the lines of code but it doesn't have anything to do with resources

    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. On 1/18/2018 at 7:08 PM, mimesot said:

    EDIT: I looked into the public.zip in binaries/data/mod/public and found the previews there to be 512x512px with the actual mappreview occupying roughly 400x300px in the upper left corner. I rezized a screeny accordingly and added the black space. What is this black space for? Anyway, it worked out perfectly.

    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

    • Like 3
  3. 6 hours ago, wackyserious said:

    A very bad news which I forgot to share to everyone here, my research was diverted from video game content development to the analysis and documentation of local contemporary art trends among the visual artists in our province a few months ago.

    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 :)

    7 hours ago, wackyserious said:

    Maybe I will just merge my assets with @Vasikle's Oniversalis: Age of Exploration project.

    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. 

    • Like 1
  4. 4 hours ago, wowgetoffyourcellphone said:

    I wonder if there's an open source codec and player 0 A.D. could easily use.

    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 :)

    • Like 5
  5. On 14/01/2018 at 12:06 AM, Imarok said:

    I guess at some point (2 years?) we just might decide to call it beta...

    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 :-)

     

    • Like 3
    • Haha 1
  6. 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:

    Quote

    It loads for me, although slowly.
    Best would be I think if you posted on the Invision Power support forums about it

    I didn't manage to post on IPB forums yet.

  7. 7 hours ago, SirPope said:

    UPDATE: ... -.- It doesn't seem to unlock the tech for the AI. It will pick one. I'm not sure how to force the tech to be unlocked.

    I don't think gui scripts are executed for AI. And in any case you should send that command from the AI itself.

  8. 16 minutes ago, elexis said:

    I can't reproduce it on unix unless that is a function calling itself indefinitely.

    Yeah, something strange is happening.

    17 minutes ago, elexis said:

    Try "init = function" for the init overwriting instead of "function init" - that worked at least when doing it in the public mod in my test.

    Works this way, thanks! Committed.

    • Like 1
  9. 48 minutes ago, elexis said:
    
    var oldInit = init;
    function init(args)
    {
         oldInit(args);
         modInit();
    }

     

    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:

    image.png

  10. 1 hour ago, elexis said:

    the session.js copy sounds like trouble <...>

    We should find some mechanism to avoid that copy <...>

    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

    1 hour ago, elexis said:

    If the file was renamed to be loaded after session.js, we could probably replace the init function with a new init function that calls the old one and the init function of the mod.

    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?

    1 hour ago, elexis said:

    As far as I see its only use is calling initCivChoicesDialog.

    Yes, I separated copying files from 0ad and introducing actual changes to make them easier to track.

    2 hours ago, elexis said:

    It already misses out some of the recent changes to it.

    It's based on Alpha 22.

    2 hours ago, elexis said:

    Afaics, that mod misses a session.xml copy loading that civ choices file until D619 is committed.

    If you are talking about civ_choices_window.xml then it's loaded by

    <include directory="gui/session/dialogs/"/>

    here

  11. @darkinterloper hello and welcome to the forums!

    4 hours ago, darkinterloper said:

    I've noticed, at least in my game, the temporary hero selection screen has stopped working in single-player, with the attached error message.

    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).

    • Like 1
  12. 9 hours ago, WhiteTreePaladin said:

    If you wanted to change what you had already built there, you would have to have a default upgrade that "destroys" it to return to a state that would allow you to upgrade again. 

    Or you can always have all other upgrade options in each variant to directly switch from one to another.

    9 hours ago, WhiteTreePaladin said:

    Would have to link several entities together somehow to allow the separate upgrade plots and to create the overall shape to allow for concave sections in the footprint of the combined entity. I'm not sure how to do the combination part or if the upgrade system is the best method either.

    9 minutes ago, stanislas69 said:

    Yeah that's I guess the only way of doing it without adding any more code.

    56 minutes ago, wowgetoffyourcellphone said:

    I think there needs to be a "slotting" system implemented, like how in Age of Mythology you could only build CCs by slotting them onto an unclaimed settlement. Same basic concept as the BfME1 base-building scheme.

    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.

  13. On 02/10/2017 at 9:29 AM, fcxSanya said:

    @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).

    (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

    On 02/10/2017 at 9:40 PM, Zolrolt said:

    Okay so self multiplayer I have both instances of my game being able to train the heroes. So it's only online with other people that I have a problem then.

    Can you still reproduce it with other people or you didn't play after your earlier matches?

  14. 2 hours ago, The Undying Nephalim said:

    Is it currently possible to make it so that a worker places a building and then the building continues to build on its own without any interaction from the worker?

    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).

    • Like 2
  15. On 28/09/2017 at 8:29 PM, Zolrolt said:

    Select any hero still greyed out after waiting, aging up doesn't help either. Able to build the hero in single player / online vs a bot.

    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

    On 29/09/2017 at 10:09 PM, Baskom Welford said:

    When loading a single player save file, the choose hero gui pops up again, allowing me to select as many heroes as I want providing that I save and reload the game a couple times. This only lets me play as one hero at a time, but I get all the heroes special units and technologies.

    23 hours ago, The Undying Nephalim said:

    I'm not sure how to fix the hero select script, I'm not entirely sure I understand the script itself.

    @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).

     

  16. 35 minutes ago, Zolrolt said:

    It seems to be player based I think. I tested with three different people and they all could build heroes while I couldn't. We tried same faction and heroes, diff factions, them waiting 20 seconds before choosing all with the same result. I tried again with a fresh 0 AD install + mod as well and still the same results so I'm not too sure what to look for.

    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)?

    • Like 1
  17. 17 hours ago, fcxSanya said:

    I didn't try the Hyrule Conquest yet, will try to check it out later today or tomorrow.

    Repeated the same simple test (direct local connection, two players) in Hyrule Conquest, seems working for both the same and different civs:

    civ_choices_hyrule_same_civ.PNG

    civ_choices_hyrule_different_civs.PNG

     

    Need more details :/

  18. On 26/09/2017 at 1:02 PM, fcxSanya said:

    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).

    Fixed in 4cee038

    19 hours ago, The Undying Nephalim said:

    I'll post when I can confirm it, but maybe the problem happens when it's two different Civs?

    I added the second civ into my mod, but still wasn't able to reproduce the issue:

    civ_choices_multiplayer_different_civs.PNG

     

    I didn't try the Hyrule Conquest yet, will try to check it out later today or tomorrow.

    • Thanks 1
  19. 10 hours ago, The Undying Nephalim said:

    After trying to play some multiplayer games it seems like the hero select only works for one player, the first to choose a hero. Might be worth investigating.

    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:

    civ_choices_multiplayer.PNG

     

    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).

  20. 14 hours ago, The Undying Nephalim said:

    <...> would anyone be willing to do a bit of scripting to get the Hero selection on startup <...>

    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

    • Like 2
    • Thanks 1
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