Sequani Posted March 31 Report Share Posted March 31 @SeleucidsHi ! The mod doesnt work for me. I installed it alright (I guess), but when launching a game, the numbers doesnt change. Is there anything I should do ? Im on windows. Quote Link to comment Share on other sites More sharing options...
Seleucids Posted April 1 Report Share Posted April 1 7 hours ago, Sequani said: @SeleucidsHi ! The mod doesnt work for me. I installed it alright (I guess), but when launching a game, the numbers doesnt change. Is there anything I should do ? Im on windows. Hi, I believe that if you clone from nani's latest repository https://github.com/nanihadesuka/autociv/tree/master You should not encounter this problem. I will look into this. Quote Link to comment Share on other sites More sharing options...
Sequani Posted April 1 Report Share Posted April 1 Well, I don't get it x) But I finnaly made the 27.0.2 version working, doing the same thing over and over again. Quote Link to comment Share on other sites More sharing options...
Seleucids Posted April 1 Report Share Posted April 1 (edited) 35 minutes ago, Sequani said: Well, I don't get it x) But I finnaly made the 27.0.2 version working, doing the same thing over and over again. I just built a new release, 27.0.4. Please check if you can download that. You can install the mod from its source code in the link above, by downloading it as a zip. Newest version is 27.0.4 That 27.0.2 you have is very outdated Edited April 1 by Seleucids Quote Link to comment Share on other sites More sharing options...
Seleucids Posted April 1 Report Share Posted April 1 @Sequani and those who are wondering how to install autociv: https://youtu.be/NSDfiqfqJHI?si=jqnvxXRc8X1KX3_6 1 Quote Link to comment Share on other sites More sharing options...
Sequani Posted April 1 Report Share Posted April 1 28 minutes ago, Seleucids said: I just built a new release, 27.0.4. Please check if you can download that. You can install the mod from its source code in the link above, by downloading it as a zip. Newest version is 27.0.4 That 27.0.2 you have is very outdated Yea, all working now, ty Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 12 Report Share Posted May 12 New update: Additional camera settings: These are configurable options that are normally hidden from the settings interface, presumably because it might confuse new players. However, I personally found these camera settings to be essential for players improve their micro. In short: Scroll speed changes how fast your camera pans around the map when you press WASD. The value is the speed of the camera in m/s and the default was 120. I personally use 620 so that I can quickly move myself around my base. I allow up to 1000 but that's a bit too crazy for me. The zoom options control your altitude from the map. Default minimum is 50, but if you have a high resolution screen, you can still see content clearly for up to 10 or even 8. FOV = Field of view 3 2 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted May 13 Report Share Posted May 13 What does the FOV value? Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 13 Report Share Posted May 13 (edited) 5 hours ago, guerringuerrin said: What does the FOV value? It changes horizontal vision range of the camera: Edited May 13 by Seleucids 2 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 14 Report Share Posted May 14 New feature: added an options button to the lobby that launches the settings page in an async subroutine In the base game, there is no way to change your settings once you are logged into the lobby! This provides you with the possibility of adjusting settings to optimum before game starts. If you have reached the gamesetup page, you can press Alt + L to launch the lobby page then press on Options. 4 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted May 14 Report Share Posted May 14 Interesting work. However you are starting to edit areas already modded in ModernGUI (its lobby page also adds buttons, including 'option') and therefor it is breaking the historical compatibility/complementarity of the two mods. 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 14 Report Share Posted May 14 6 hours ago, Atrik said: historical compatibility/complementarity of the two mods. Good point, but actually it's fine, just put the mod stack in this order: ModernGUI will overwrite autociv and still give the lobby button: ModernGUI lobby as usual when you log in: Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 14 Report Share Posted May 14 (edited) Bug fix and adjustments: Statistics counter used to crash when you switch the perspective to Gaia, because the original rating symbolism code couldn't handle gaia's null value. My solution was to give Gaia a rating of 1200 and that prevented the crash. Player overlay was overcrowded with incidences of long names being split between lines or 2 short player names on one line. Now, I implemented an AoE style overlay without the shadows, restricting to 1 line per player. I also separated out the sections of Spectators and Missing Players Deleted some unused functions and variables to decrease performance impact. Return of Max and Min colour highlighting A new release has been built for the aforementioned changes; we are now on 27.0.5 The build environment was changed to Ubuntu 22.04 because GitHub removed Ubuntu 20.04 on 15th April 2025. This shouldn't affect any users, especially if you clone the code from source. Edited May 14 by Seleucids 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 15 Report Share Posted May 15 (edited) Minor change: I aligned the spectator names to the right side of the panel and truncated the maximum length of names to 20 characters. This prevents players with extra-long names (especially customrating users) to take up too much of your screen. I have also started an A28 branch on the git repo; this branch aims to be compatible with the A28 game under development. There are some changes to engine code and general layout of code, which would cause incompatibility with the A27 version. This A28 branch contains most of the A27 features already and can be used when you are doing test plays on A28 dev version. Edited May 16 by Seleucids 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 15 Report Share Posted May 15 @nani could you explain what is the purpose of options~autociv.js and similar files with ~ in the middle? Why can't we just replace the options.js directly? Furthermore, why do we need patchApplyN!!! ? Some of these files are causing funny bugs such as not allowing the user to leave a page. Quote Link to comment Share on other sites More sharing options...
Mentula Posted May 16 Report Share Posted May 16 I can answer, even if I'm not nani. Very important questions - which eventually can be rephrased as "why use proxies?". I hope the rest of this post will clarify. There are various reasons, I'll just state the two I find most important. One reason is compatibility with other mods. Imagine two mods overwriting the same init function: then, only the last loaded mod will work, whereas the first loaded mod will not work - not nice for users. Additionally: if you develop a mod, you expect to develop your code based on options.js from the public mod, right? But if this file is replaced by some arbitrary custom file, you can never know if your code will work properly. In other words, if you want your mod to be compatible with other mods, then you should let the other files exist, and not overwrite them. Another reason is compatibility with 0 A.D. itself. When a new patch or version of the public mod is released, it may happen that options.js gets changed too, as part of the update. If so, you (the mod developer) must take care of replacing that file too, and release a new version of your mod with the new file. And you have to do the same will all other files that have changed... dirty job indeed! Instead, if you build your mod around existing files, your code will (most likely) work straightforward - without having to check for all files that have changed and replace them one by one. So, what does it mean to build around existing files? And what should modders do? Answer is: use PROXIES! Javascript Proxies (similar to Python decorators - I seem to remember you like Python) ensure that modded objects wrap existing objects without overwriting them. An example: by using a proxy, you can run your custom init function after, before or around the original init function. And this is exactly what happens inside options~autociv.js! patchApplyN is a brilliant example of a proxy: it executes custom code around the original init function in options.js. You can find another concrete example of a proxy for the init function in options.js here. On 15/05/2025 at 11:55 AM, Seleucids said: Some of these files are causing funny bugs such as not allowing the user to leave a page. Most likely, it is caused by another mod which replaces existing objects/functions/variables/etc. - and if this is the case, you can gently ask the author to get acquainted with proxies. 3 2 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 18 Author Report Share Posted May 18 Adding to what @Mentulasaid: the reason for adding ~ and !!! In different places of the file name is to control the loading order of the files. The script files in pyrogeneisis are always loaded following the ASCII order and adding a ~ in the end of the file name will guarantee that is loaded after the original file you want to modify. Likewise if you want to load a file before another you will need to add !!! In the begging of you file name. Reference: https://trac.wildfiregames.com/wiki/ModdingGuiAndSimulation https://en.m.wikipedia.org/wiki/ASCII#Printable_character_table 2 1 Quote Link to comment Share on other sites More sharing options...
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