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Posts posted by fcxSanya
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I'm still able to reproduce the http issue:
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)
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2 hours ago, Player1 said:
How much longer should I wait then? Why couldnt someone just send me the map? It is going to be 2 months soon.
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.
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17 minutes ago, niektb said:
I think the Facebook links are not in HTTPS
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)
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This ocassionally happens with all http links: normally the server responds with 301 redirect to the corresponding https URL, but sometimes it returns 400.
SpoilerA 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
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8 minutes ago, elexis said:
(Maybe even a new wiki page).
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)
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Hi and welcome to the forums!
On 27.03.2016 at 2:13 PM, Hermes said:It works perfectly but when i launch 0 A.D, the profile is deactivated. When i exit the game, it return to normal.
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.
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I think you can change stance and health only by triggers.
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Thank @mimo for gathering all the details in one ticket
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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).
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Hi, see my answer here:
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On 10.03.2016 at 10:02 PM, AtlasMapper said:
Actualy, I have no idea what the heightmap tool is, I saw it in the Atlas tools, by I wasn't able to find any information about how to use it.
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)
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19 hours ago, Lion.Kanzen said:
its can be possibly call from translation string to plane TXT or HTML?
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.
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8 hours ago, AtlasMapper said:
<...> if I set up only "player 1" and "Gaia" as teams, and "conquer buildings or units" as condition, won't I win at start ?
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.
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On 10.03.2016 at 11:54 PM, sideburns said:
Is there a version of the full manual that they can download (or I can download for them) that they can use off-line?
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 PDFNote that when printing (in any of the options) you can use not only a physical device but also a virtual PDF printer.
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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
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1 hour ago, Navid said:
what action does "apply()" function performs in "EcmaScript.js" ?
This is a standard JS method, you can see its detailed description and usage examples on MDN: Function/apply
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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
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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.
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Here is the related ticket: #539 (Game cursor state is not consistently reset)
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8 hours ago, sideburns said:
If there's a hidden tutorial, I'd like to find it.
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/
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1 hour ago, Lion.Kanzen said:
I don't remember share this with you guys.
You did though (in this post from Dec 24).
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1 hour ago, Navid said:
i was reading UnitAI.js and unit-action.js .... are they related to each other ? where is the connection ?
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.- 1
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On 14.01.2016 at 6:01 PM, feneur said:
What might be harder is adding things like an inventory system, I have no idea if that's possible using just Javascript or if it would need C++ (i.e. engine) changes as well.
(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:
On 23.07.2011 at 8:08 PM, Zerbob said:<...> it looks like basic items (with only passive effects) could be supported by "garrisoning" them in the bearer <...>
On 23.07.2011 at 10:30 PM, Ykkrosh said:It'd probably be better (and maybe easier) to implement a standalone inventory system rather than hacking the garrisoning system to support it - use the GarrisonHolder component as a template to create a new Inventory component or similar, and figure out how to integrate into the GUI (maybe using basically the same code as for displaying garrison status), then remove unneeded functions (ungarrisoning etc) and add whatever's still needed.
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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.- 1
[RESOLVED] Problem with Attack component?
in Bug reports
Posted
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?