andy5995 Posted June 21, 2023 Author Report Share Posted June 21, 2023 Would anyone like to take over as primary maintainer of the community maps 2 mod? I'm trying to lighten my load a bit... Quote Link to comment Share on other sites More sharing options...
Tyrannosaurus Posted March 31, 2024 Report Share Posted March 31, 2024 I think the Gaia-controlled barbarian units in the pack's Gaia RMS could vary depending on biome. They could be Gallic on temperate maps, Blemmye or Bedouin on desert maps, Noba on savanna maps, etc. 1 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted March 31, 2024 Report Share Posted March 31, 2024 8 hours ago, Tyrannosaurus said: I think the Gaia-controlled barbarian units in the pack's Gaia RMS could vary depending on biome. They could be Gallic on temperate maps, Blemmye or Bedouin on desert maps, Noba on savanna maps, etc. I do like this idea - but it sounds complicated to implement, unfortunately. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2024 Report Share Posted March 31, 2024 4 hours ago, Grautvornix said: I do like this idea - but it sounds complicated to implement, unfortunately. Already exists on some maps. Basically you need n json one for each biome and load that depending on the current biomes tha'ts how biomes work anyway 2 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted March 31, 2024 Report Share Posted March 31, 2024 Ah! That's cool! Quote Link to comment Share on other sites More sharing options...
temacn Posted February 19 Report Share Posted February 19 @andy5995Great work guys, really enjoyed the community maps 2 mod - just wondering if it is possible to adapt the mod to the latest A27 release? Right now the mod cannot be used within this latest release, I assume it must have something to do with the new engine being used Quote Link to comment Share on other sites More sharing options...
temacn Posted February 19 Report Share Posted February 19 @Stan`Can I tag you here as well in case you might have any answer to my question above Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 19 Report Share Posted February 19 55 minutes ago, temacn said: @Stan`Can I tag you here as well in case you might have any answer to my question above Hey I do think @andy5995 hasn't submitted a new version yet. 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted February 21 Author Report Share Posted February 21 (edited) On 19/02/2025 at 5:00 AM, temacn said: @andy5995Great work guys, really enjoyed the community maps 2 mod - just wondering if it is possible to adapt the mod to the latest A27 release? Right now the mod cannot be used within this latest release, I assume it must have something to do with the new engine being used @temacnThanks for the feedback. What maps do you like? The incompatibility is more likely due to differences in the data between a26 and a27. Many mods refer to functions that are defined in the javascript library under the mods/public folder. I'm not sure when I'll get to updating it. @Stan`@real_tabasco_sauce@wowgetoffyourcellphoneare there some scripts available that can do some migration? I remember some were provided after the a24 or a25 release... Edited February 21 by andy5995 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 21 Report Share Posted February 21 There are some scripts, but I don't know about this specifically. One step might be to run checkrefs.py. People might contribute to https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts 1 Quote Link to comment Share on other sites More sharing options...
temacn Posted February 21 Report Share Posted February 21 (edited) 5 hours ago, andy5995 said: @temacnThanks for the feedback. What maps do you like? The incompatibility is more likely due to differences in the data between a26 and a27. Many mods refer to functions that are defined in the javascript library under the mods/public folder. I'm not sure when I'll get to updating it. @Stan`@real_tabasco_sauce@wowgetoffyourcellphoneare there some scripts available that can do some migration? I remember some were provided after the a24 or a25 release... @andy5995 @Stan`I especially enjoyed map Gaia with the Indian biome - the resources are plenty and the battles are usually grand haha. I am not into programming so unfortunately cannot help you guys with the project, I am just more or less curious. Once again, great work on this community map project and I will wait for you guys patiently. Edited February 21 by temacn 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted Monday at 13:21 Author Report Share Posted Monday at 13:21 I started on it https://github.com/0ad-matters/community-maps-2/pull/137 cc @Stan` @temacnI got Gaia working already, with no errors or warnings. @MirceaKitsune 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted Monday at 14:09 Author Report Share Posted Monday at 14:09 On 21/02/2025 at 1:03 AM, Stan` said: One step might be to run checkrefs.py. @Stan`I get these errors when I run 'python3 /home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/entity/checkrefs.py -m $PWD/community-maps-2 -tax' and I have no idea what's causing them. WARNING - Could not find art/terrains/terrain.rng WARNING - Could not find art/terrains/terrain_texture.rng INFO - Validating textures... WARNING - Could not find art/textures/texture.rng INFO - Collecting materials... Traceback (most recent call last): File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 77, in read root = ET.parse(physical_path).getroot() ~~~~~~~~^^^^^^^^^^^^^^^ File "/usr/lib/python3.13/xml/etree/ElementTree.py", line 1204, in parse tree.parse(source, parser) ~~~~~~~~~~^^^^^^^^^^^^^^^^ File "/usr/lib/python3.13/xml/etree/ElementTree.py", line 569, in parse self._root = parser._parse_whole(source) ~~~~~~~~~~~~~~~~~~~^^^^^^^^ xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 1, column 4 During handling of the above exception, another exception occurred: Traceback (most recent call last): File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/entity/checkrefs.py", line 863, in <module> if not check_ref.main(): ~~~~~~~~~~~~~~^^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/entity/checkrefs.py", line 141, in main if not validator.run(): ~~~~~~~~~~~~~^^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 169, in run self.find_materials(os.path.join("art", "materials")) ~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 152, in find_materials if material.read( ~~~~~~~~~~~~~^ self.get_physical_path(material_file["mod_name"], material_file["vfs_path"]) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ): ^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 79, in read self.logger.exception(physical_path) ^^^^^^^^^^^ AttributeError: 'Material' object has no attribute 'logger' Quote Link to comment Share on other sites More sharing options...
Stan` Posted Monday at 17:06 Report Share Posted Monday at 17:06 Mmh do you have a dependency on public? If not you might have to add it to the flags or to your mod Quote Link to comment Share on other sites More sharing options...
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