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On 11/10/2021 at 9:09 PM, guerringuerrin said:

TY for quick response, @Langbart
 

In early pages @ValihrAnt discuses with @Stan` that the blood itself really matters in the FPS dump, so i though i could keep like 10 max corpses but hide the blood and keep improving performance. But maybe just using the max corpse option to 0 its the best way to improve as much as i can game's performance (ofc also lowering graphics tho)
TY again see u in the battlefield

I suggest to keep 30 corpses at least otherwise the gameplay suffers alot (you won't know where your unit died and how many otherwise). Performance only starts getting bad when you have > 50 corpses lying around 

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  • 3 weeks later...
16 hours ago, seeh said:

hotkey.someting = "Z" ; <= Problem here it need write Z for Y(german). The GUI crate it so.

in other words:

If I configure a hotkey with Z in the configuration via the GUI, it is written as Y.

Sometimes this creates confusion. Is it possible to tell the game or autociv thats a german keyboard?

Yes, if I'm correct @wraitii did a great job implementing this. From what I did get, basically 0ad now uses scancodes  (positional) instead of key codes (value based), so that it doesn't matter what type of keyboard you have the keys would be saved internally as the default keyboard and translated according to the current keyboard you have on the fly.

So, for your issue, 0ad is doing the conversion correctly, so no need to worry, let 0ad handle it for you.

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  • 2 weeks later...
19 minutes ago, SneakEP said:

yes got that but i don't know how to activate it in 0AD1581729076_Screenshot2021-12-29010439.thumb.png.dfa040df5aed9e23d05a1761cf375c4a.png

Move "autociv" folder to the folder "mods" not "mod".
Then open 0ad and in the main menu select "Settings" -> "Mod Selection", a new page will appear.
In the page search in the upper list the mod "autociv", select it, then click the "Enable" button on the bottom, this should move the mod to the list bellow. Then click on the "Save Configuration" then on the "Save and Restart" button. Now you have autociv installed and working. 

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On 25/12/2021 at 11:52 PM, Stan` said:

Why not? Is it hard to patch?

Not really, it just doesn't mesh well. The alert system is based on having a building from where to trigger the alert, then the units AI inside the building radius will find a place to garrison, the problem is knowing what building to automatically select in the case this hotkey were to be triggered and also to take care of any edge cases (no building found in visible camera view, multiple options, etc).

Edited by nani
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9 hours ago, nani said:

Move "autociv" folder to the folder "mods" not "mod".
Then open 0ad and in the main menu select "Settings" -> "Mod Selection", a new page will appear.
In the page search in the upper list the mod "autociv", select it, then click the "Enable" button on the bottom, this should move the mod to the list bellow. Then click on the "Save Configuration" then on the "Save and Restart" button. Now you have autociv installed and working. 

thank you. got it from there. 

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5 minutes ago, LetswaveaBook said:

@nani The mod is convenient. The worst that can happen is getting a message "autociv has hotkey changes". Is there a way to make autociv never reset hotkeys?

Autociv will only change autociv and only autociv hotkeys. The message you describe happens because autociv detected you are lacking some autociv hotkeys.
From what I know there is a "bug" in the hotkeys editor that deletes any non "vanilla" 0ad hotkeys from the settings if you click "Save" or "Reset" and that might why autociv tells you the hotkeys are missing.

Edited by nani
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got this error 3 times

 

ERROR: JavaScript error: simulation/components/GuiInterface.js line 258
Script value conversion check failed: v.isNumber() (got type Object)
  GuiInterface.prototype.GetEntityState@simulation/components/GuiInterface.js:258:36
  GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2141:20
  @simulation/components/GuiInterface~autociv.js:250:19
  GetEntityState@gui/session/session.js:205:28
  EntitySelection.prototype.addList@gui/session/selection.js:297:34
  playercommand@gui/session/messages.js:279:15
  handleNotifications@gui/session/messages.js:358:43
  onSimulationUpdate@gui/session/session.js:667:2
  __eventhandler129 (SimulationUpdate)@session SimulationUpdate:1:1
ERROR: Error calling component script function ScriptCall

 

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4 hours ago, sarcoma said:

got this error 3 times

 

ERROR: JavaScript error: simulation/components/GuiInterface.js line 258
Script value conversion check failed: v.isNumber() (got type Object)
  GuiInterface.prototype.GetEntityState@simulation/components/GuiInterface.js:258:36
  GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2141:20
  @simulation/components/GuiInterface~autociv.js:250:19
  GetEntityState@gui/session/session.js:205:28
  EntitySelection.prototype.addList@gui/session/selection.js:297:34
  playercommand@gui/session/messages.js:279:15
  handleNotifications@gui/session/messages.js:358:43
  onSimulationUpdate@gui/session/session.js:667:2
  __eventhandler129 (SimulationUpdate)@session SimulationUpdate:1:1
ERROR: Error calling component script function ScriptCall

 

When does it happen? Some context please.
Looking at the stacktrace (this error you posted) autociv is probably not the culprit.

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On 29/12/2021 at 1:29 AM, nani said:

Move "autociv" folder to the folder "mods" not "mod".
Then open 0ad and in the main menu select "Settings" -> "Mod Selection", a new page will appear.
In the page search in the upper list the mod "autociv", select it, then click the "Enable" button on the bottom, this should move the mod to the list bellow. Then click on the "Save Configuration" then on the "Save and Restart" button. Now you have autociv installed and working. 

Now, I'm trying to do the same thing with the boonGUI mod but it's not showing up in the mods like the autociv did when i followed these same steps. Help please!

boonGUI.thumb.png.89c1d901795da91044bbc6140531b223.png

Edited by SneakEP
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9 hours ago, SneakEP said:

Now, I'm trying to do the same thing with the boonGUI mod but it's not showing up in the mods like the autociv did when i followed these same steps. Help please!

boonGUI.thumb.png.89c1d901795da91044bbc6140531b223.png

For boonGUI, it should be the same procedure. If that doesn't work, it would be better for you to ask the boonGUI's creator. @Langbart

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