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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. I tried 0 A.D. r18523 with Delenda Est 2c70a12 (current master) and was able to attack enemy and capture a neutral merc camp. Was the issue resolved or you are still able to reproduce it?
  2. I'm still able to reproduce the http issue: http://www.screencast.com/users/alexanderolkhovskiy/folders/Default/media/aa9adc38-2a69-4957-a253-f90a790f1ecb And there was the same (or looking the same way) redirect problem with https links: (but I can't reproduce it by just reopening https links)
  3. If AtlasMapper removed the link he might have had a reason for it. Best way would be to contact him via PM and ask. Edit: I've sent AtlasMapper a PM.
  4. This looks related to but I believe in this case Facebook is doing https requests. This page: https://developers.facebook.com/tools/debug/sharing/?q=https%3A%2F%2Fwildfiregames.com%2Fforum%2Findex.php%3F%2Ftopic%2F18093-task-seleucid-structures%2F%26page%3D11%23comment-316804 displayed HTTP 400 response code, I tried 'Scrape Again' button and it got HTTP 200 (so now it displays preview for GunChleoc's link fine)
  5. This ocassionally happens with all http links: normally the server responds with 301 redirect to the corresponding https URL, but sometimes it returns 400. A workaround for this particular link (http://www.wildfiregames.com/forum/index.php?showtopic=15796) would be to replace it with the https equivalent. But it would be even better to fix the redirect in general. @implodedok ping
  6. We have a separate http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide page, which from a glance doesn't seem to be linked from the 'Build instructions' one (even though build instructions mention TortoiseSVN, so it has to be updated if needed and linked)
  7. Hi and welcome to the forums! As far as I understand this happens with all OpenGL/DirectX applications. You can try to change your graphics driver settings as mentioned in this comment: https://www.reddit.com/r/linux_gaming/comments/3tltgc/does_linux_preserve_the_desktop_color_profile_in/cx7jm3t Also while googling this I stumbled upon the fact that Witcher 3 has 'Preserve System Gamma' setting (see https://steamcommunity.com/app/292030/discussions/0/451850468372635159/), not sure how widespread it is among other games and how it's implemented.
  8. I think you can change stance and health only by triggers.
  9. Thank @mimo for gathering all the details in one ticket
  10. You can define garrison in map XML file in the following way: "Garrison": { "holder1": [ent11, ent12, ... ], "holder2": [ent21, ent22, ... ] } See example in Sicilia_Nomad.xml#L88. You have to do this with a text editor for now, Atlas support is planned, but not implemented yet, see #3008 (Atlas should handle garrisoned units).
  11. Hi, see my answer here:
  12. I created a wiki page (Atlas Manual: Heightmap Import) based on the information in Sander's comments. Any corrections/additions are welcome (one thing which is definitely missing is images (source heightmap and resulting map in Atlas), but I don't have decent-enough-looking ones yet)
  13. The comment you are referring to is about extracting translator names from *.po files and adding them into the credits. I don't see how this can be related to the manual. Please clarify the question. Edit: maybe you are talking about translating the manual itself in the same way the game is translated (via gettext + Transifex)? In this case I believe this should be possible with any text-based format.
  14. I made a quick test and it seems you won't win at start, but you also won't win after capturing/destroying all gaia buildings/units. I believe that's because a 'conquest critical' entities list isn't maintained for gaia. I think it should be easy to solve with a trigger, but I expect it to be more interesting and challenging to allow a bot control some of the colonies.
  15. I made a simple-formatted PDF version of the manual from the website: 0ad_game_manual_2016-03-12.pdf (LaTeX source is here) You can use it or do one of the following: a. save or print the manual webpage as is b. use browser built-in reader mode (at least Firefox, Chrome and Safari have it) or an extension to remove unnecessary layout and (again) save or print the result c. copy-paste the manual text into a word processor (for example LibreOffice Writer) (this preserves the formatting) and save/print or export as PDF Note that when printing (in any of the options) you can use not only a physical device but also a virtual PDF printer.
  16. Hi, the filepath seems to be right, but you are missing the config sections, for example 'pause' should be in 'hotkey' one: [hotkey] pause = P (I'm not sure and can't check right now, but 'hotkey.pause = P' may also work) You can see the required sections in default.cfg
  17. This is a standard JS method, you can see its detailed description and usage examples on MDN: Function/apply
  18. There is a 0 A.D.-related ticket in ReactOS bug tracker: CORE-9941 (After installtion 0 A.D. doesn't start) , it's from July 2015 (2015-07-24) and for 0 A.D. Alpha 17, so something may have changed since then, but at least it indicates that there were some issues not so long ago. If someone will do more testing - make sure to add details into the ticket too
  19. Thanks for advertising this particular issue (which is #3789 btw), but we have lots of other tickets on Trac and I don't see how duplicating random one of them on the forums (without adding any information) helps.
  20. Here is the related ticket: #539 (Game cursor state is not consistently reset)
  21. There are two in-game tutorial scenarios (Scenario -> Demo Maps -> 'Introductory Tutorial' and 'Starting Economy Walkthrough') and a manual (with part of sections illustrated by videos) on the website: http://play0ad.com/category/game-manual/
  22. You did though (in this post from Dec 24).
  23. As Sander said "the command comes from the GUI and get passed on to the simulation". Engine.PostNetworkCommand call in unit_actions.js (which I linked in my previous comment) performs the transition; you can look at PostNetworkCommand method itself and related code, but it's not necessary to work with scripts, you only need to know that the command shows up on the simulation scripts side in Commands.js and UnitAI methods are called from there.
  24. (hopefully it's ok to answer a more-than-month-old post and use almost-five-years-old quotes for this purpose :D) Inventory system should be JS-only and relative easy to do (at least in a basic form), these two quotes (from To what extent is 0ad moddable ? topic) provide a good overview of two possible implementations:
  25. XpartaMuPP/README describes the lobby server configuration. TDD_MultiplayerLobby wiki page has some useful diagrams. And you can also look at the initial lobby commit (r14098) to see all parts of code affected by it.
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