Jump to content

0abc mod


Nescio
 Share

Recommended Posts

  • 1 month later...
  • 1 month later...
  • 2 months later...
  • 2 weeks later...
  • 4 months later...
  On 18/01/2021 at 6:55 PM, Stan` said:

I realise I never uploaded them. fonts.svglogos.svg

@Nescio It might be easier for you to fix the kerning as I'm not sure how close you want the letters to be. Then I can use those for D3404

Expand  

Thanks. It's been a while since I last worked on my 0abc mod; writing patches for the svn development version got in the way :). As for kerning, as much as is necessary to make VIII square.

Regarding the gather technology icons, how it's done here can serve as an example for the public version. However, I don't recommend including them as is, it's better to just use the I, II, III from the village, town, and city phase icons, if possible, for visual consistency.

Link to comment
Share on other sites

  On 19/01/2021 at 9:51 AM, Nescio said:

VIII

Expand  

Unless you make stretch it vertically, it will never be square.

  On 19/01/2021 at 9:51 AM, Nescio said:

Regarding the gather technology icons, how it's done here can serve as an example for the public version. However, I don't recommend including them as is, it's better to just use the I, II, III from the village, town, and city phase icons, if possible, for visual consistency.

Expand  

I don't think we have them anywhere sadly. (In a losless format)

Link to comment
Share on other sites

  On 19/01/2021 at 10:11 AM, Stan` said:

I don't think we have them anywhere sadly. (In a losless format)

Expand  

Isn't png lossless? The phase icons are 256×256, the gather icons 128×128, so a quadrant would be 64×64. So cutting the I, II, III out, giving them a transparent background, scaling them down by a factor 4, and putting them on top of the gather icons should work:

wood_axe_03.png.f86909ab9bd5eff10aaf808d50d7a970.png

I've been using this mod for experimenting with things, and while the svg numerals may look nice in a forum post, they haven't been tried and tested in game, so I'd be more comfortable with sticking with the existing phase numerals.

Link to comment
Share on other sites

  On 19/01/2021 at 11:01 AM, Nescio said:

Isn't png lossless? The phase icons are 256×256, the gather icons 128×128, so a quadrant would be 64×64. So cutting the I, II, III out, giving them a transparent background, scaling them down by a factor 4, and putting them on top of the gather icons should work:

Expand  

PNG is losless but doesn't support saving layers, which make the extracting process a bit tedious. Also I find the phase icons a bit blurry, not sure whether that was intended by @wowgetoffyourcellphone

  On 19/01/2021 at 11:01 AM, Nescio said:

I've been using this mod for experimenting with things, and while the svg numerals may look nice in a forum post, they haven't been tried and tested in game, so I'd be more comfortable with sticking with the existing phase numerals.

Expand  

Well that could be part of the testing, yes. Anyway in the end you have to turn them into non vectorial images. (The game doesn't load SVG)

Link to comment
Share on other sites

  • 1 month later...

As you may have noticed, there is a new stable release of 0 A.D., a lot of things have been changed since 2018, and most mods designed for a23 will no longer work.

I've started writing a new version of my 0abc mod from scratch and included some of the basic things (silver resource, thrust damage, removed resource loot from units, cavalry requires 2 population and can't gather meat, disabled team bonuses, tweaked civ bonuses etc.): https://github.com/0abc/0abc-a24

Currently I'm unhappy with the session interface again, there is simply not enough room in the top panel for five resources and the player view control dropdown or build label:

gui.thumb.jpg.90b002197ebcc8076e10d288de38e836.jpg

Link to comment
Share on other sites

  On 19/01/2021 at 3:36 PM, Stan` said:
Expand  

Ideally this should have been achieved with overlay icons I, II, III, IV, etc. with a line in techs that add the icon over the portrait. Similar to how rank icons overlay unit portraits. Would have required more code though.

 

 

  On 21/02/2021 at 8:48 PM, Nescio said:

Currently I'm unhappy with the session interface again, there is simply not enough room in the top panel for five resources and the player view control dropdown or build label:

gui.thumb.jpg.90b002197ebcc8076e10d288de38e836.jpg

Expand  

Who plays at this resolution?

Edited by wowgetoffyourcellphone
Link to comment
Share on other sites

  On 21/02/2021 at 9:25 PM, wowgetoffyourcellphone said:

Ideally this should have been achieved with overlay icons I, II, III, IV, etc. with a line in techs that add the icon over the portrait. Similar to how rank icons overlay unit portraits. Would have required more code though.

Expand  

Ideally, yes. Furthermore, portraits (of units, structures, resources, technologies) ought to have fully transparent backgrounds, to improve flexibility and consistency; opaque background colours could be placed underneath with a bit of code.

  On 21/02/2021 at 9:25 PM, wowgetoffyourcellphone said:

Who plays at this resolution?

Expand  

I do :): having 0 A.D. occupy one-half of the screen allows me to use a text editor or web browser on the other half; or two instances of 0 A.D. next to each other. Besides, designing for a width of 960 pixels also means it will work on 1024×768 (the mimimum supported resolution) and 1280×720, and it allows for easy scaling: 960×2=1920; 960×3=2880; 960×4=3840.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...