Ceres Posted June 28, 2021 Report Share Posted June 28, 2021 @Stan` You mean the "simple" tasks? ;) Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 28, 2021 Report Share Posted June 28, 2021 Yeah sorry, phone cropped the rest of the message. But maybe it wasn't what your question was about? Quote Link to comment Share on other sites More sharing options...
Ceres Posted June 28, 2021 Report Share Posted June 28, 2021 (edited) @Stan` Well, I wondered how I could easily identify open issues to have a closer look at and to get going to understand how 0 A.D. is developed etc. Since I have only very basic programming skills from the 80s and 90s (:blush:), I could maybe at least help with "simpler" stuff like e.g. tweaking variables and the like (I hope to get this right and think that your link was indeed pointing me in the right direction). See my questions there: https://trac.wildfiregames.com/ticket/5680#comment:6 EDIT: @Yekaterina You asked me for support about some .dae files (and I had no clue what they are about): Is it related to speed of movement etc.? (I just read actors, hence my question) Oh, sorry for getting OT here! Edited June 28, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
Ceres Posted June 28, 2021 Report Share Posted June 28, 2021 @Stan` How can I use an unzipped public.zip to tweak some files and see the effect - in the game or in the editor (I would prefer the latter)? E.g. I would like to see if I can adjust the camel's walking speed/sync with its animation. https://trac.wildfiregames.com/ticket/5680 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 28, 2021 Report Share Posted June 28, 2021 As you can see here https://code.wildfiregames.com/D3891 some work has already been done towards fixing it. It's usually better to work on SVN for such matters, because the file might have changed between the release and the moment you are changing it. You can also make your own mod https://trac.wildfiregames.com/wiki/Modding_Guide 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted June 28, 2021 Report Share Posted June 28, 2021 Thanks, I'm trying to walk my first careful steps. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted June 28, 2021 Report Share Posted June 28, 2021 53 minutes ago, Ceres said: How can I use an unzipped public.zip to tweak some files and see the effect - in the game or in the editor (I would prefer the latter)? E.g. I would like to see if I can adjust the camel's walking speed/sync with its animation. that works. Extract it and delete the original. You might need to restart the game a few times but when it runs stabily that is when you can start making changes. I recommend just tweaking the damage values slightly in the template xml files to begin with, so that you don't break something and confuse yourself. That was how I started. Note that once you tweak your xml files you can't play in the lobby anymore; you will always get an OOS error because the templates between you and your opponent are different. Therefore I recommend preparing to reinstall the game before starting this. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted June 28, 2021 Report Share Posted June 28, 2021 If you make mods then that will not affect the basic functionality of the game and therefore you will not get OOS errors as soon as you disable your mod. The files in your mod folder should have an identical hierachy to the public mod, and the game will prioritise reading from your mod folder instead of public mod. The game only searches for the necessary files in public if it can't find the correct files in your mod folder. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 28, 2021 Report Share Posted June 28, 2021 So lions now won't ever stop tracking/following a unit if they ever saw it from afar, while eles will stop in their track even if the unit that attacked them is still in sight? Seems like the worst of both worlds to me (to make the game more micro intensive). 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 29, 2021 Report Share Posted June 29, 2021 This ain't pretty: I guess there are different ways this could be circumvented? Quote Link to comment Share on other sites More sharing options...
Freagarach Posted June 29, 2021 Report Share Posted June 29, 2021 On 27/06/2021 at 7:13 PM, Gurken Khan said: Hrmpf, why does my trader lose his cargo when I simply tell him to step aside? Don't think that's how it used to be. Caused by: https://code.wildfiregames.com/rP25216. Quote Link to comment Share on other sites More sharing options...
jdag Posted June 29, 2021 Report Share Posted June 29, 2021 i have only recently started playing so not many games under my belt but i installed a25 and one thing that i'm noticing, idk if its just me but it seems like when i tell a group of melee and ranged units in "aggressive" mode to attack something like a building, once the building is captured or falls the melees will chase to the next unit/building and continue but majority of the ranged units i guess can only see as far as their attack range in a25? so they often become idle after each target falls which i don't know if it's intentional or also if it's something i've caused without realizing. i just play skirmishes against ai if that matters. also i've started purposely not researching anything that gives my ranged units increases in their range just so i don't have to micromanage as much. hope this helps or if there's some wisdom to bestow upon me. thanks! a25 is performing way better for me too in terms of fps. very nice. Quote Link to comment Share on other sites More sharing options...
Kamil Posted June 30, 2021 Report Share Posted June 30, 2021 Couldn't wait for full release, so for the first time I've downloaded latest RC and granted only played a bit, but it seems to run better! Framerate seems to be more consistent and stable. Tonight I'll see how it runs with much more units and AI players. Can't wait to see full Alpha v25. 1 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted July 3, 2021 Report Share Posted July 3, 2021 Didn't the round CCs finally get indicators in a24 when produced units get garrisoned within it? (Kinda like in the right part of the pic.) Or should I put that on my wish list for the next version(s)? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 3, 2021 Report Share Posted July 3, 2021 They did IIRC I fixed it. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted July 3, 2021 Report Share Posted July 3, 2021 @Stan` I'm on Build 25807, has it been fixed after that? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 3, 2021 Report Share Posted July 3, 2021 Mmmh that's strange https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/art/actors/structures/britons/civic_centre.xml Is correct and @Langbart did not report a bug. So I guess maybe the model has an issue inhttps://trac.wildfiregames.com/ticket/6160 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted July 3, 2021 Report Share Posted July 3, 2021 @Stan`Unfortunately following your links made me none the wiser; I don't know what's up with attachment points, and I totally don't see any connection to #6160. So, you gonna make a ticket or something? Quote Link to comment Share on other sites More sharing options...
Freagarach Posted July 4, 2021 Report Share Posted July 4, 2021 I think they mean the rally point set on the structure itself? Quote Link to comment Share on other sites More sharing options...
seeh Posted July 4, 2021 Report Share Posted July 4, 2021 On 15/06/2021 at 2:06 PM, wraitii said: Linux data and build sorry to ask. is this a easy Way to run it under Linux? Download both, jump into a bin folder and run a app ? may i have misunderstand that Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 4, 2021 Report Share Posted July 4, 2021 2 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 4, 2021 Report Share Posted July 4, 2021 If units are garisoned you should see Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 4, 2021 Report Share Posted July 4, 2021 @Stan` we need to update the wiki a bit for building svn in Arch Linux, you need to install the following wx packages for the atlas editor to work (from the AUR) wxgtk2 wxgtk3 wxgtk-common Then during the compile process, the update-workspace command should look like this: ./update-workspaces --enable-atlas -j13 The extra --enable-atlas option is needed on Arch because by default they assume you do not want Atlas. This has not been an issue on fedora. When I compiled it again the Atlas launched with the gtk2 theme, which I have set to Breeze (from KDE Plasma) 1 Quote Link to comment Share on other sites More sharing options...
Langbart Posted July 4, 2021 Report Share Posted July 4, 2021 22 hours ago, Gurken Khan said: Didn't the round CCs finally get indicators in a24 when produced units get garrisoned within it? (Kinda like in the right part of the pic.) Or should I put that on my wish list for the next version(s)? The issue is known: #1045 - Rally point flags are hidden inside of large obstacles (16/Dec/11) The flag exists, but is hidden inside the building. 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 4, 2021 Report Share Posted July 4, 2021 @Yekaterina I think it's a bad diagnostic. The problem lies in the fact gtk3 has wx-config-gtk3 executable and no longer a wxconfig executable like gtk2 did. This can be overriden by passing WX_CONFIG=wxconfig-gtk3 or something to update workspaces.sh (in theory you shouldn't need gtk2 at all) You shouldn't need to pass enable atlas. Not sure it's even a flag so I'll take your word for it. Quote Link to comment Share on other sites More sharing options...
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