Stan` Posted August 20, 2019 Report Share Posted August 20, 2019 @Nescio would know I think we discussed it before. Would definitely be center, as everything is Americanized. not sure about civil or civic 2 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) 13 hours ago, Alexandermb said: I've found what he mention, there are two actors "civic_centre" and "civic_center" and in the simulation they are called "civil_centre" what would be the proper name for all? thats a TODO for fix. 13 hours ago, Stan` said: @Nescio would know I think we discussed it before. Would definitely be center, as everything is Americanized. not sure about civil or civic Unfortunately there is no consistency in the art folder; `cc`, `civic_center`, `civic_centre`, and `civil_centre` are all used; if you create new art files, I'd recommend using `civic_center`. [EDIT]: Hopefully someone more skilled in the art folder will eventually standardize all centre file names to `civic_center`. In the simulation and maps folders the file name used for all civilizations everywhere is `civil_centre`; that is actually a violation of US English, though not the only one (e.g. blacksmith; theatron). @Basshunter, https://github.com/0ADMods/thracians is an example of a mod that introduces a new civilization. You might want to have a look at it to see what you need to do. Edited August 21, 2019 by Nescio ce 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 21, 2019 Report Share Posted August 21, 2019 13 hours ago, Alexandermb said: I've found what he mention, there are two actors "civic_centre" and "civic_center" and in the simulation they are called "civil_centre" what would be the proper name for all? thats a TODO for fix. I have suggested previously that we should rebase the game to use Civic Center exclusively throughout, down to the AI and actors and templates, et al. Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) 15 minutes ago, wowgetoffyourcellphone said: I have suggested previously that we should rebase the game to use Civic Center exclusively throughout, down to the AI and actors and templates, et al. Yes, I know, I believe there is a forum thread somewhere. Simply `center` would work too. Other structures that I think ought to be renamed: blacksmith (a person) → forge (a workshop) royal_stoa → stoa super_dock (the cothon) → harbor (or naval base or military port) theatron (Greek) → theater (English) scout_tower (art), tower_stone, defense_tower (simulation) → tower_large (Large Tower) wooden_tower (art), sentry_tower (simulation) → tower_small (Small Tower) workshop (too generic) → arsenal (ODE) Edited August 21, 2019 by Nescio stoa Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 @Nescio @wowgetoffyourcellphone The https://trac.wildfiregames.com/wiki/ArtFileNamingConventions page should be updated would you be kind enough to help me do that in a separate thread ? civic_center shall now be used. Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) 27 minutes ago, Stan` said: @Nescio @wowgetoffyourcellphone The https://trac.wildfiregames.com/wiki/ArtFileNamingConventions page should be updated would you be kind enough to help me do that in a separate thread ? civic_center shall now be used. Drop the abbreviations; cc, fc, hc, mc, rc, tc, etc for civic center, farmstead, temple, barracks, storehouse, market, etc. is rather confusing and prone to misunderstandings. [EDIT]: minor edit to trac page Edited August 21, 2019 by Nescio minor edit to trac page Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 Split to its own thread. Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 A few dozen art files still have spaces in their file names; you can find them with: find . -name '* *' Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 On windows dir "* *" /s 36 files 3 Directories in Art that should be fixed. binaries\data\mods\public\art\actors\props\structures\seleucids\temple pediment.xml binaries\data\mods\public\art\terrains\cliff\cliff volcanic coarse.xml binaries\data\mods\public\art\terrains\cliff\cliff volcanic ground.xml binaries\data\mods\public\art\terrains\cliff\cliff volcanic light.xml binaries\data\mods\public\art\terrains\grass\grass b soft dirt 50.xml binaries\data\mods\public\art\terrains\snow\path a.xml binaries\data\mods\public\art\terrains\snow\snow 50.xml binaries\data\mods\public\art\terrains\snow\snow forest.xml binaries\data\mods\public\art\terrains\snow\snow grass 100.xml binaries\data\mods\public\art\terrains\snow\snow grass 2.xml binaries\data\mods\public\art\terrains\snow\snow grass 75.xml binaries\data\mods\public\art\terrains\snow\snow rocks.xml binaries\data\mods\public\art\terrains\snow\snow rough.xml binaries\data\mods\public\art\terrains\special\light blue.xml binaries\data\mods\public\art\terrains\special\neon green.xml binaries\data\mods\public\art\textures\terrain\types\cliff volcanic coarse.dds binaries\data\mods\public\art\textures\terrain\types\cliff volcanic ground.dds binaries\data\mods\public\art\textures\terrain\types\cliff volcanic light.dds binaries\data\mods\public\art\textures\terrain\types\grass b soft dirt 50.dds binaries\data\mods\public\art\textures\terrain\types\light blue.png binaries\data\mods\public\art\textures\terrain\types\neon green.png binaries\data\mods\public\art\textures\terrain\types\path a.dds binaries\data\mods\public\art\textures\terrain\types\snow 50.dds binaries\data\mods\public\art\textures\terrain\types\snow forest.dds binaries\data\mods\public\art\textures\terrain\types\snow grass 100.dds binaries\data\mods\public\art\textures\terrain\types\snow grass 2.dds binaries\data\mods\public\art\textures\terrain\types\snow grass 2_norm.png binaries\data\mods\public\art\textures\terrain\types\snow grass 2_spec.png binaries\data\mods\public\art\textures\terrain\types\snow grass 75.dds binaries\data\mods\public\art\textures\terrain\types\snow rocks.dds binaries\data\mods\public\art\textures\terrain\types\snow rough.dds binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Barcania (3).png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Sandbox - Carthaginians.png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Sandbox - Iberians.png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\The Persian Gates.png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Tropical Island.png binaries\data\mods\public\art\textures\skies\sunny 1\ binaries\data\mods\public\art\textures\skies\sunset 1\ binaries\data\mods\public\art\textures\skies\sunset 2\ Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) 12 minutes ago, Stan` said: On windows dir "* *" /s 36 files 3 Directories in Art that should be fixed. Also, hyphens should probably be replaced with underscores too, but there are more files with those: Spoiler [public]$ find art -name '*-*' art/meshes/gaia/rock-set-desert-01.dae art/meshes/gaia/rock-set-desert-02.dae art/meshes/gaia/rock-set-desert-07.dae art/meshes/gaia/rock-set-desert-06.dae art/meshes/gaia/rock-set-desert-03.dae art/meshes/gaia/rock-set-desert-04.dae art/meshes/gaia/rock-set-desert-05.dae art/meshes/props/projectile-bolt.dae art/meshes/test/reservoir-water.dae art/actors/props/units/heads/helmets-romans-a.png art/actors/props/units/weapons/fire-works-test.xml art/terrains/biome-polar art/terrains/biome-mediterranean art/terrains/biome-desert art/terrains/biome-alpine art/terrains/special-lava art/terrains/biome-temperate art/terrains/biome-tropic art/terrains/biome-steppe art/terrains/biome-savanna art/textures/skins/gaia/oak-trees.dds art/textures/skins/skeletal/animal-elephant-asian-base.png art/textures/skins/skeletal/animal-elephant-asian-norm.png art/textures/skins/skeletal/animal-elephant-base-baby.dds art/textures/skins/skeletal/animal-elephant-asian-spec.png art/textures/skins/skeletal/animal-elephant-base.dds art/textures/skins/skeletal/animal-elephant-base_spec.png art/textures/skins/skeletal/iberians-test.dds art/textures/skins/props/helmet/mace-h.dds art/textures/skins/props/helmet/samnite-b1.dds art/textures/skins/props/helmet/rome-e-coolus-02.dds art/textures/skins/props/helmet/rome-a_spec.png art/textures/skins/props/helmet/hele_a-h_spec.png art/textures/skins/props/helmet/samnite-c1.dds art/textures/skins/props/helmet/rome-c.dds art/textures/skins/props/helmet/rome-e-coolus-centurion.dds art/textures/skins/props/helmet/rome-b.dds art/textures/skins/props/helmet/rome-e-coolus.dds art/textures/skins/props/helmet/rome-e-coolus_spec.png art/textures/skins/props/helmet/celt_a1-h2_spec.png art/textures/skins/props/helmet/rome-d.dds art/textures/skins/props/helmet/mace-g-silver_spec.png art/textures/skins/props/helmet/rome-e-coolus-centurion_spec.png art/textures/skins/props/helmet/mace-g.dds art/textures/skins/props/helmet/mace-g-silver.dds art/textures/skins/props/helmet/rome-a.dds art/textures/skins/props/hero-star.png art/textures/ui/session/icons/remove-guard.png art/textures/ui/session/icons/focus-rally.png art/textures/ui/session/icons/garrison-out.png art/textures/ui/session/icons/attack-request.png art/textures/ui/session/icons/diplomacy-on.png art/textures/ui/session/icons/mappreview/sandbox-thepersians.png art/textures/ui/session/icons/mappreview/sandbox-thebritons.png art/textures/ui/session/icons/mappreview/sandbox-themacks.png art/textures/ui/session/icons/mappreview/sandbox-themauryas.png art/textures/ui/session/icons/mappreview/Sandbox - Iberians.png art/textures/ui/session/icons/mappreview/sandbox-theseleucids.png art/textures/ui/session/icons/mappreview/sandbox-thegauls.png art/textures/ui/session/icons/mappreview/heightmap-greece.png art/textures/ui/session/icons/mappreview/sandbox-theromans.png art/textures/ui/session/icons/mappreview/Sandbox - Carthaginians.png art/textures/ui/session/icons/add-guard.png art/textures/ui/session/minimap-idle-disabled.png art/textures/ui/session/minimap-diplomacy-on-highlight.png art/textures/ui/session/minimap-diplomacy-on.png art/textures/ui/session/minimap-diplomacy-off-highlight.png art/textures/ui/session/border/border-bottom.png art/textures/ui/session/border/border-right.png art/textures/ui/session/border/border-corner.png art/textures/ui/session/border/border-left.png art/textures/ui/session/border/border-top.png art/textures/ui/session/minimap-diplomacy-off.png art/textures/ui/session/minimap-idle.png art/textures/ui/session/minimap-idle-highlight.png art/textures/ui/pregame/backgrounds/hellenes1-2.png art/textures/ui/pregame/backgrounds/hellenes1-1.png art/textures/ui/pregame/backgrounds/hellenes1-3.png art/textures/ui/global/border/border-bottom.png art/textures/ui/global/border/border-right.png art/textures/ui/global/border/border-corner.png art/textures/ui/global/border/border-left.png art/textures/ui/global/border/border-top.png art/textures/ui/loading/border/border-bottom.png art/textures/ui/loading/border/border-right.png art/textures/ui/loading/border/border-corner.png art/textures/ui/loading/border/border-left.png art/textures/ui/loading/border/border-top.png art/textures/ui/loading/background-tile.png art/textures/cursors/action-gather-milk.txt art/textures/cursors/action-herd.txt art/textures/cursors/action-gather-rock.png art/textures/cursors/action-attack.png art/textures/cursors/action-melee-attack.txt art/textures/cursors/action-blank.txt art/textures/cursors/action-return-metal.txt art/textures/cursors/action-gather-treasure.png art/textures/cursors/action-repair.txt art/textures/cursors/action-heal-disabled.txt art/textures/cursors/action-return-stone.png art/textures/cursors/action-attack.txt art/textures/cursors/action-heal.txt art/textures/cursors/action-gather-ore.txt art/textures/cursors/action-attack-move.png art/textures/cursors/action-guard-disabled.png art/textures/cursors/cursor-flare.png art/textures/cursors/action-return-wood.png art/textures/cursors/action-gather-grain.txt art/textures/cursors/action-attack-move.txt art/textures/cursors/cursor-help.png art/textures/cursors/action-ranged-attack.txt art/textures/cursors/action-gather-meat.png art/textures/cursors/action-return-wood.txt art/textures/cursors/cursor-flare.txt art/textures/cursors/action-gather-tree.png art/textures/cursors/action-build.png art/textures/cursors/action-garrison.txt art/textures/cursors/action-garrison-disabled.png art/textures/cursors/action-setup-trade-route.txt art/textures/cursors/action-gather-fish.txt art/textures/cursors/action-patrol.txt art/textures/cursors/action-blank.png art/textures/cursors/action-garrison-disabled.txt art/textures/cursors/action-gather-ore.png art/textures/cursors/arrow-default-down.png art/textures/cursors/cursor-wait.png art/textures/cursors/action-unload.png art/textures/cursors/action-gather-ruins.png art/textures/cursors/action-gather-ruins.txt art/textures/cursors/action-guard-disabled.txt art/textures/cursors/cursor-rally.png art/textures/cursors/action-gather-grain.png art/textures/cursors/action-herd.png art/textures/cursors/action-setup-trade-route.png art/textures/cursors/cursor-no.png art/textures/cursors/action-build.txt art/textures/cursors/action-return-metal.png art/textures/cursors/action-guard.txt art/textures/cursors/action-guard.png art/textures/cursors/action-unload.txt art/textures/cursors/action-gather-fruit.txt art/textures/cursors/action-return-food.txt art/textures/cursors/action-gather-treasure.txt art/textures/cursors/action-gather-fruit.png art/textures/cursors/action-gather-rock.txt art/textures/cursors/action-return-stone.txt art/textures/cursors/action-garrison.png art/textures/cursors/action-gather-milk.png art/textures/cursors/action-capture.txt art/textures/cursors/action-repair.png art/textures/cursors/action-heal.png art/textures/cursors/action-capture.png art/textures/cursors/cursor-help.txt art/textures/cursors/cursor-no.txt art/textures/cursors/action-gather-meat.txt art/textures/cursors/cursor-wait.txt art/textures/cursors/cursor-rally.txt art/textures/cursors/action-return-food.png art/textures/cursors/action-gather-fish.png art/textures/cursors/action-heal-disabled.png art/textures/cursors/action-gather-tree.txt art/textures/cursors/action-unset-rally.png art/textures/cursors/action-repair-disabled.png art/textures/cursors/action-patrol.png art/textures/cursors/action-repair-disabled.txt art/textures/cursors/action-remove-guard.txt art/textures/cursors/action-remove-guard.png art/textures/cursors/action-unset-rally.txt [EDIT]: D1711 corrects map preview file names. Edited August 21, 2019 by Nescio spoiler; D1711 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 And another thing, what is most important for me: the art files specified in templates, e.g.: `athen_infantry_javelinist_b.xml` has `<Icon>units/hele_infantry_javelinist.png</Icon>` and `<Actor>units/athenians/infantry_javelinist_b.xml</Actor>`, which is logical. `athen_cavalry_javelinist_b.xml` has `<Icon>units/athen_cavalry_javelinist.png</Icon>`, which is logical, but `<Actor>units/athenians/cavalry_javelinist_b_m.xml</Actor>`, which is not. I'd highly appreciate it if the `_m` suffix could be dropped from the total actor, so cavalry etc follow the same format as infantry, as was the case in A22. Also, use (singular) camel, chariot, elephant instead of (mass noun) camelry, chariotry, elephantry for actor file names, because these are individual units. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 17 minutes ago, Nescio said: I'd highly appreciate it if the `_m` suffix could be dropped from the total actor, so cavalry etc follow the same format as infantry, as was the case in A22. The m suffix is for mount, to make it clear that it's not a unit. Once turrets are in, they might be able to go as the turret unit will be defined in the template. 17 minutes ago, Nescio said: Also, use (singular) camel, chariot, elephant instead of (mass noun) camelry, chariotry, elephantry for actor file names, because these are individual units. What about infantry ? Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 10 minutes ago, Stan` said: The m suffix is for mount, to make it clear that it's not a unit. Once turrets are in, they might be able to go as the turret unit will be defined in the template. Actually it is a complete unit, and includes both mount and rider. I don't really care how you organize files inside the art folder, but I do appreciate it the file name of the final actor specified in the simulation template matches the template name to minimize confusion; hence no `_m`. 14 minutes ago, Stan` said: What about infantry ? Using footman and horseman would be confusing, don't you think? Template file name include infantry and cavalry, but also chariot and elephant; preferably actors should do the same for consistency. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 1 minute ago, Nescio said: Using footman and horseman would be confusing, don't you think? Template file name include infantry and cavalry, but also chariot and elephant; preferably actors should do the same for consistency. Well those are consistent aren't they ? camelry cavalry infantry elephantry 6 minutes ago, Nescio said: Actually it is a complete unit, and includes both mount and rider. I don't really care how you organize files inside the art folder, but I do appreciate it the file name of the final actor specified in the simulation template matches the template name to minimize confusion; hence no `_m`. There is 134 files with the m_ suffix, which means at least 238 files to edit including templates. I could probably waste a day or two doing that, but then I'll have to do it for delenda est as well last time @wowgetoffyourcellphone nearly crucified me and I'd rather he didn't quit modding ^^ Just knowing that if a unit is a mounted unit you need to add a little _m after the name doesn't seem that difficult, but maybe I'm wrong ? Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 2 minutes ago, Stan` said: Well those are consistent aren't they ? camelry cavalry infantry elephantry You can find artillery, cavalry, infantry in a dictionary, but not camelry, chariotry, elephantry—camel, chariot, elephant are the correct singulars. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 7 minutes ago, Nescio said: You can find artillery, cavalry, infantry in a dictionary, but not camelry, chariotry, elephantry—camel, chariot, elephant are the correct singulars. Camelry is legit https://www.collinsdictionary.com/dictionary/english/camelry The reason template did not have camelry is what happened the last time I tried to introduce them. Elephantry seems a bit less indeed. There is only one folder using that though. Chariotry is definitely off the table and not used anywhere. My issue is here is not the semantics though. It's the ratio of work compared to the eventual benefit for everyone. And it's very very little. Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 7 minutes ago, Stan` said: Just knowing that if a unit is a mounted unit you need to add a little _m after the name doesn't seem that difficult, but maybe I'm wrong ? It isn't difficult, but you'd be surprised how often I still encounter errors when modding because I forget about the `_m`—e.g. because I copy an infantry template and find-and-replace "infant" with "caval"—even though I know I should know better. I don't expect I am the only one. 1 minute ago, Stan` said: Camelry is legit https://www.collinsdictionary.com/dictionary/english/camelry The reason template did not have camelry is what happened the last time I tried to introduce them. Elephantry seems a bit less indeed. There is only one folder using that though. Chariotry is definitely off the table and not used anywhere. They're all three legit, but they're derived from the singular; and branch of army is not the same as a soldier. 5 minutes ago, Stan` said: My issue is here is not the semantics though. It's the ratio of work compared to the eventual benefit for everyone. And it's very very little. Fair enough. I suppose I could upload a patch for it on phabricator, but it would still need to be reviewed and committed. 8 minutes ago, Stan` said: The reason template did not have camelry is what happened the last time I tried to introduce them. What do you mean exactly? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 This https://code.wildfiregames.com/rP21275 Mostly the part of " and get rid of this camelry unit. " 3 minutes ago, Nescio said: Fair enough. I suppose I could upload a patch for it on phabricator, but it would still need to be reviewed and committed. Yeah but maybe there are better uses of your time ? :/ 4 minutes ago, Nescio said: It isn't difficult, but you'd be surprised how often I still encounter errors when modding because I forget about the `_m`—e.g. because I copy an infantry template and find-and-replace "infant" with "caval"—even though I know I should know better. I don't expect I am the only one. I too often get errors when adding new stuff to the game Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 4 minutes ago, Stan` said: Yeah but maybe there are better uses of your time ? :/ It's a trade-off; I'm willing to sacrifice some time on a mundane task today if that means less errors for me when modding in the future. 4 minutes ago, Stan` said: Mostly the part of " and get rid of this camelry unit. " I still don't see why chariot is allowed but camel is not. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Author Report Share Posted August 21, 2019 2 minutes ago, Nescio said: I still don't see why chariot is allowed but camel is not. Special case in the AI ? I don't know. Mimo knew better so I trusted him 2 minutes ago, Nescio said: It's a trade-off; I'm willing to sacrifice some time on a mundane task today if that means less errors for me when modding in the future. That also implies a lot of work for the other modders ^^ and the reviewers. Also for some reason I can't apply patches that moves files, so I'll have to do everything manually. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 21, 2019 Report Share Posted August 21, 2019 i would say the _m is irrelevant for now, when turret is applied i can imagine folders will have just a horse_x horse_y horse_z instead of cavalry. being logical the proper way would be rename horse_javelinist_x instead of cavalry_javelinist_m and leave cavalry as the rider. but again having to update it again when turret is implemented makes it irrelevant the best way would be the "after" update, i know a program (Advanced Renamer) wich can rename the whole files easily removing sufix or prefix and also know how to rename all the template files removing _m with notepad if that is the case. Quote Link to comment Share on other sites More sharing options...
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