chrstgtr Posted March 5, 2021 Report Share Posted March 5, 2021 When I try to use the mute function it gives me errors. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 5, 2021 Author Report Share Posted March 5, 2021 37 minutes ago, chrstgtr said: When I try to use the mute function it gives me errors. On 19/07/2018 at 2:37 AM, nani said: Features with *** at the end means that exist (pre alpha 24) but not still compatible with alpha 24 1 Quote Link to comment Share on other sites More sharing options...
4th_Rome Posted March 6, 2021 Report Share Posted March 6, 2021 I don't know wether I am possibly making something wrong, but when I remove default hotkeys from autociv after restart they are there again like nothing happened ^^ I solved the problem by disabling autociv. Now the removal of default hotkeys is permanently ^^ BIG thanks @nani 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 6, 2021 Author Report Share Posted March 6, 2021 (edited) 18 minutes ago, 4th_Rome said: I don't know wether I am possibly making something wrong, but when I remove default hotkeys from autociv after restart they are there again like nothing happened ^^ I solved the problem by disabling autociv. Now the removal of default hotkeys is permanently ^^ BIG thanks @nani Just so you know I JUST noticed this problem myself hours before and fixed it, will update some time later this week. Technical reason: when you save in hotkey editor it removes unused hotkeys from user.cfg but then at restart autociv checks for missing hotkeys then adds them with a messsage. Ideally the hotkey editor should just leave mod hotkeys in user.cfg but as empty string (as in alpha 23) seee: https://trac.wildfiregames.com/ticket/6093 Edited March 6, 2021 by nani 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 7, 2021 Author Report Share Posted March 7, 2021 1 hour ago, seeh said: I have an idea. As AutoCiv lower i now nearly all AutoCiv hotkeys. If i hit several times a build hotkey often the building into turning. not bad. My Idea. Some buildings have the same initial letter. How about if pressing it several times would switch through the same building? (Farmstead, Field, Fortress), Then it would be enough if you only know the first letter to create a building. Yeah, the problem is to how best define the order and make it customizable. I'm thinking about giving the option to define the same hotkey as config option and then let the user write what other buildings wants to cycle between and the order. Probably not too difficult but don't want to hardcore things if possible Quote Link to comment Share on other sites More sharing options...
badosu Posted March 7, 2021 Report Share Posted March 7, 2021 @nani Would you mind sharing the diff for a24 or the repository if you use a VCS? I'm having a little trouble adapting the mod checker for a24 (sendRegisterGameStanzaImmediate) 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 7, 2021 Author Report Share Posted March 7, 2021 Look at the first function in gui/gamesetup/SenRegisterSatnza~autociv.js You only need that. Quote Link to comment Share on other sites More sharing options...
nani Posted March 11, 2021 Author Report Share Posted March 11, 2021 15 minutes ago, seeh said: is autoTrain implemented in autoCiv ? i see shorcuts called autoTrain but i never understud if this is working and what autoTrain is doing. plseas explain On 16/07/2019 at 3:48 AM, nani said: Autotrain option. Press Alt+Q hotkey to enable on the selected buildings and Alt+W to disable. **Doesn't have any indicator so you will have to know which has is active and which does not. **Bug: auto-train won't work if the game has a pop-up window active (e.g. lobby). Not fixable for now. Quote Link to comment Share on other sites More sharing options...
nani Posted March 11, 2021 Author Report Share Posted March 11, 2021 The building doesn't know what you want to train, you must first train some units and then if autotrain is enabled for that building it will autotrain them again. (saying it will start to trains the same units again) 1 Quote Link to comment Share on other sites More sharing options...
cowehe8775 Posted March 15, 2021 Report Share Posted March 15, 2021 I could not find a place to download the updated autociv. Is it on GitHub or something? Quote Link to comment Share on other sites More sharing options...
Langbart Posted March 15, 2021 Report Share Posted March 15, 2021 Just now, cowehe8775 said: I could not find a place to download the updated autociv. Is it on GitHub or something? 1st page - autociv_1.0.0.pyromod 1 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted March 15, 2021 Report Share Posted March 15, 2021 I installed Autociv, but after that i joined the lobby and saw that the mod blocked me from all the games in the lobby since I was using a mod. Is this meant to be? Quote Link to comment Share on other sites More sharing options...
Langbart Posted March 15, 2021 Report Share Posted March 15, 2021 6 minutes ago, LetswaveaBook said: I installed Autociv, but after that i joined the lobby and saw that the mod blocked me from all the games in the lobby since I was using a mod. Is this meant to be? Are you running the latest game version A24? Have you downloaded the latest AutoCiv mod from here "autociv_1.0.0.pyromod"? Do you have other mods enabled? 1 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted March 15, 2021 Report Share Posted March 15, 2021 12 minutes ago, Langbart said: Are you running the latest game version A24? Have you downloaded the latest AutoCiv mod from here "autociv_1.0.0.pyromod"? Do you have other mods enabled? I had indeed all the requirement, but I had another mod active that changed the fonts. Seems like that was the problem since I seem now to be able to play the game with autociv. Quote Link to comment Share on other sites More sharing options...
nani Posted March 15, 2021 Author Report Share Posted March 15, 2021 2 hours ago, seeh said: i happy to read sometimes: "new hotkey added" how i easy could find out what the new hotkeys are? how i easy could find out what the new hotkeys are? can I also configure them in a file. config file? simply for a backap. or so. user.cfg or options->hotkeys Quote Link to comment Share on other sites More sharing options...
nani Posted March 17, 2021 Author Report Share Posted March 17, 2021 (edited) version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new meta, with elephant stable and arsenal building having more prominent positions in the keyboard Building hotkeys Building selection Mods compatibility Made it easier to have add special dynamic mod filters and be compatible with multiple mods @badosu @go2die look at file for more info. gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js Edited March 17, 2021 by nani 6 2 Quote Link to comment Share on other sites More sharing options...
Langbart Posted March 18, 2021 Report Share Posted March 18, 2021 Thanks @nani. Very good update. The following is a tutorial for people with poor eyesight who want a larger 'Stats Overlay'. Spoiler Download the file autociv_1.0.2.pyromod and unzip it (image below for clarity). Download the attached fonts.zip file from this post and unzip it. fonts.zip Create a folder named 'fonts' in the 'autociv' folder and paste the unzipped contents of the "fonts.zip" file in it (image below for a better overview). In this tutorial we will use the mono-stroke-14 font, which should be enough to see the 'Stats Overlay' better. Open the following file with a normal text editor gui/session/objectives/autociv_statsOverlay.js and go to line 27 and replace: textFont = "mono-stroke-10" with textFont = "mono-stroke-14" Now we have a larger font, but we need to resize the 'Stats Overlay' to fit all the text in it Go to line 106 in the autociv_statsOverlay.js file and replace return `100%-${6.2 * rowLength} 100%-228-${numerOfRows * 12 + 7} 100% 100%-228` with return `100%-${8.2 * rowLength} 100%-228-${numerOfRows * 16 + 7} 100% 100%-228` That's it. Add the folder to your 0 A.D. mods folder and enable the mod via the 0 A.D. app. If you did everything correctly, it should look like in the image below. More adjustments can be made, e.g. you could remove certain stats from the "Stats Overlay" or change the background, in the image below you can see just some examples of such changes. PS: The fonts in the fonts.zip file were created with the Font_builder2. (Thanks to @wraitii for helping with an issue.) 2 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted March 18, 2021 Report Share Posted March 18, 2021 3 hours ago, seeh said: many users will love the new version 1.02 espaccalially this pretty statistic. i will forward this : UPdate: OMG thank you nani and seeh! This really helps when I look at replays. Quote Link to comment Share on other sites More sharing options...
nani Posted March 19, 2021 Author Report Share Posted March 19, 2021 This can only select one thing (template name): hotkey.autociv.session.entity.select.barracks = "Ctrl+X" To select with filters (meaning it starts with "by." prefix ) hotkey.autociv.session.entity.select.by.class.Farmstead|Fortress = "Ctrl+F", "Ctrl+Shift+F", "Ctrl+Shift+F", "Ctrl+G" if this doesn't work it means Farmsted and Fortres class does not exist (I haven't tested using "by" filters with buildings though maybe they just don't work) Quote Link to comment Share on other sites More sharing options...
nani Posted March 19, 2021 Author Report Share Posted March 19, 2021 6 hours ago, seeh said: i want reapair my hotkey get to the autoCiv hotkeys. should be F4 reight? how ist that setup delete/backup all autociv user.cfg entries restart 0ad, see if it works Quote Link to comment Share on other sites More sharing options...
nani Posted March 20, 2021 Author Report Share Posted March 20, 2021 48 minutes ago, seeh said: with this autoKey python script you could build everything (what is already defined in autoCiv) with firstLetter (little config see in script): https://gist.github.com/sl5net/a9469c0c714a7bed577cfce8d02b4593 example if press F: if fPressedCount == 1: # field = "Space+F if fPressedCount == 2: keyboard.send_keys("g") # farmstead = "Space+G" if fPressedCount == 3: keyboard.send_keys("n") # forge = "Space+N" if fPressedCount == 4: keyboard.send_keys("r") # fortress = "Space+R" If what you are trying is to have field farmsted forge fortress in the same hotkey and cycle between then you can do that already like this: Add this line to user.cfg: autociv.session.building.place.field = "farmstead forge fortress" Quote Link to comment Share on other sites More sharing options...
nani Posted March 21, 2021 Author Report Share Posted March 21, 2021 5 hours ago, seeh said: autociv.session.building.place.wallset_stone = "wallset_palisade wallset_siege" ^- this only show wallset_stone Nice catch. Fix: autociv_1.0.2.pyromod Quote Link to comment Share on other sites More sharing options...
nani Posted March 21, 2021 Author Report Share Posted March 21, 2021 Tried? Should work -.- Quote Link to comment Share on other sites More sharing options...
nani Posted March 24, 2021 Author Report Share Posted March 24, 2021 No Quote Link to comment Share on other sites More sharing options...
nani Posted March 28, 2021 Author Report Share Posted March 28, 2021 19 hours ago, seeh said: i tried to add some extra. again.works buitiful, create, like expected. i love it: hotkey.autociv.session.entity.by.class.select.(Dock|Defense_tower|Dog)&!Ship = "Ctrl+D"but this seems ignored. Selects the Temple. that good. But not selects the Defense_tower here: hotkey.autociv.session.entity.by.class.select.(Temple|Defense_tower)&!Ship = "Ctrl+T" any idea? :-) Probably a type on the class name Quote Link to comment Share on other sites More sharing options...
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