Yekaterina Posted March 31, 2022 Report Share Posted March 31, 2022 (edited) StarGUI final.zipGreetings! I am proudly announcing my first mod: StarGUI. This mod aims to be a one-stop optimisation for your 0A.D experience, consisting of several other other useful and popular mods. It is a single zip file which is to be extracted and placed into your mod folder. I am still working on improvements to this mod and I am open to any suggestions! Please give it a try and reply below any comments. Download here:StarGUI final.zip Features: Autociv, Feldmap and Custom Rating all together, many thanks to @nani @Feldfeld and @go2die. The custom ratings mod had a bug which adds spaces after any numbers, but I fixed it so that the rating looks more realistic: my actual lobby rating is Sevda(1603) Large training icons to prevent misclicks (similar to the size in A23) Highlighted, golden projectiles. Amplified attack sounds from KateGUI. Borrowed metal mine, berries textures, blue chickens and enlarged British war dog model from KateGUI. (Thanks to @Yekaterina Golden projectile for better visibility. Edited August 8, 2022 by Yekaterina Final update 3 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted April 1, 2022 Author Report Share Posted April 1, 2022 Why not use my trees? The trees of 0ad can certainly be improved. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted April 8, 2022 Author Report Share Posted April 8, 2022 1 hour ago, go2die said: Not a bug but feature, i did not want people would misuse it in large scale. You only risk such mod will not be possible in next release. So enjoy you bravery now. My apologies, I did not intend to let people misuse it! In the worst case scenario, you can search the player profile for an unknown player. Initially I did not understand why there was a space. However, I have discovered another issue with the custom rating: it cannot mix numbers, letters and special characters. For example, Sevda(>1600) often fails to display. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted April 28, 2022 Author Report Share Posted April 28, 2022 (edited) Proudly annoucing an update to StarGUI! Download link here: yildiz.zip New features: Replaced rampantly-growing tree models with a modified cypress tree. The density of forests are made visible without completely destroying their aesthetic. The dark green cypress trees have 200 or more wood, whereas the grey ones are bushes with 75 or 50 wood. Removed the decroational trees from the Seleucid, Spartan and Carthaginian civic centres to avoid confusion. Now they look very clean and tidy! Amplified audio for projectiles and weapons. Amplified attack alerts - you won't suffer too much from a sneaky attack anymore. Edited April 28, 2022 by Yekaterina 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted April 28, 2022 Author Report Share Posted April 28, 2022 Screenshots of results: Seleucids on Agean-Anatolian: cleaner front quad without deceitful trees; visible density of woodlines and metal mines to give you a slight advantage in 1v1 duels! Kushites on Sahara: pick the best woodline to lumber from! Carthaginians in temperate Mainland: cleaner front quad, highlighted berries. Mauryas in India: note that the trees have much simpler model, which reduces lag and improves visibility. 'Annoying bushes' are no longer annoying because you can easily spot them and clean them up with a worker elephant. Kushites in Nubia: no more hiding buildings and enemy units under canopies! Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 4, 2022 Author Report Share Posted May 4, 2022 Sometimes, the black player and the green player a a bit too difficult to see on the map, so is it possible to change the colour of the players? I would like to use the following colour scheme: @Stan` @wraitii @Freagarach please can I have some hints on how to change it? Also, can I do it without affecting lobby compatibility? Thanks in advance. Player 1: Piccadilly Line Player 2: Central Line Player 3: Overground Player 4: Circle Line Player 5: Waterloo & City / Victoria Line Player 6: Heathrow Express Player 7: Bakerloo Line Player 8: Hammersmith & City Line Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 4, 2022 Report Share Posted May 4, 2022 Hey @Sevda You need to edit that file https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/data/settings/player_defaults.json Do note that some maps can and will overwrite this. It should be MP safe to change it. 1 1 Quote Link to comment Share on other sites More sharing options...
sarcoma Posted May 4, 2022 Report Share Posted May 4, 2022 vividcolors.pyromod 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted May 4, 2022 Report Share Posted May 4, 2022 Some thoughts for this type of mod: exactly one tree variant per amount of wood exactly one berry variant per amount of food all hunt the same colorization remove tall grass like the one in Nubia 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 12, 2022 Author Report Share Posted May 12, 2022 New update: Hostile animals are coloured red Small edible animals are coloured blue, so that you know where to look for hunt. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 12, 2022 Author Report Share Posted May 12, 2022 Mowed India's grass and Nubia's grass (it's been my wish for a long time). I also mowed the grass on Savannah and cleaned it up a bit: 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 12, 2022 Author Report Share Posted May 12, 2022 Vivid colours mod has been implemented by default. Download new version: StarGUI4.zip 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted June 6, 2022 Report Share Posted June 6, 2022 thanks a lot. that looks great ! helpful . i need to try it thanks, bit like kateGui Quote Link to comment Share on other sites More sharing options...
seeh Posted June 8, 2022 Report Share Posted June 8, 2022 (edited) whey some animals blue ans some purple? not really important, but is there a reason for? Edited June 8, 2022 by seeh Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted June 9, 2022 Author Report Share Posted June 9, 2022 14 hours ago, seeh said: whey some animals blue ans some purple? not really important, but is there a reason for? İnitially I wanted to mark all food as pink, and camels were difficult to see for me so I made them pink as well. Later on, someone suggested that I should make all hunt blue and I forgot about the pink camels... 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 9, 2022 Report Share Posted June 9, 2022 I just checked the files quickly and I have some advices if you want them. You can optimize textures by making them 2x2 instead of 256x256, this will be lighter on older machines. You can optimize textures by pointing always to the same one by editing the actors. Else the game is gonna point to a huge amount of them causing memory fragmentation. To make the modification minimal in actor files you can add a new variant at the end and change the material to default.xml <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> ... </group> <group> ... </group> <group> <variant name="rubble 3x3"> <textures> <texture file="null_white.dds" name="baseTex"/> </textures> </variant> </group> <material>default.xml</material> </actor> You can also precompress textures using the archive builder e.g providing them as DDS instead of PNGs. Some useful documentation here https://trac.wildfiregames.com/#Formodders: There are some tips for mod.json and folder structure. I made a small tutorial for windows There was an utility by @nani but it does not do texture compression You're packaging some tests maps, not sure if intended Not sure why you need terrain_norm_spec The game provides four textures you can use 1 2 Quote Link to comment Share on other sites More sharing options...
sarcoma Posted June 9, 2022 Report Share Posted June 9, 2022 @Stan`: Having a similar mod, I noticed there are some naming inconsistencies. For example, some trees don't follow the general_specific file naming, some metal mines are missing the 'mine' part, the trees for the steppe biome are in a different directory, ... 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 9, 2022 Report Share Posted June 9, 2022 34 minutes ago, sarcoma said: @Stan`: Having a similar mod, I noticed there are some naming inconsistencies. For example, some trees don't follow the general_specific file naming, some metal mines are missing the 'mine' part, the trees for the steppe biome are in a different directory, ... Art has kinda been a landmine. Patches are a bit tricky to get right and break mods so I'm usually careful with them ;l 1 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted June 10, 2022 Report Share Posted June 10, 2022 (edited) there is a problem using starGui and boonGui at the same time is i enable starGui later . probably a part of the screen is out of the window. for that reason i played today a game completely in phase 1 and without any upgrades. see below. later i got by playing vs AI same problem. if i disable boonGUI then i see al buttons again. for that reason i cant use use starGui then at the moment. maybe there is a reason to fix that.. now i i tried disable boonGui then enable boonGui . that fixed the problem. means i need to enable boonGui later. Edited June 11, 2022 by seeh Quote Link to comment Share on other sites More sharing options...
KarissaX Posted June 21, 2022 Report Share Posted June 21, 2022 Hello Sevda, I spotted a problem with your latest version of StarGUI: sometimes there is no alert sound when my fields are getting raided. At other times I can't hear the sound of projectiles as you advertised, which has resulted in me suffering heavy casualties without realising. Please can you fix that? Thanks, R.KX 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted June 21, 2022 Report Share Posted June 21, 2022 20 minutes ago, KarissaX said: Hello Sevda, I spotted a problem with your latest version of StarGUI: sometimes there is no alert sound when my fields are getting raided. At other times I can't hear the sound of projectiles as you advertised, which has resulted in me suffering heavy casualties without realising. Please can you fix that? Thanks, R.KX maybe it works if you enable this mode last? sometimes last enanbled mod overwrite settings of oder modes Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted June 21, 2022 Author Report Share Posted June 21, 2022 Is there a way to suppress these warnings, or stop mono sound from producing errors? I am trying to add new sound effects but these .ogg files are not for stereo setup: Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 21, 2022 Report Share Posted June 21, 2022 Run a script to make them mono Quote Link to comment Share on other sites More sharing options...
seeh Posted June 22, 2022 Report Share Posted June 22, 2022 6 hours ago, Stan` said: Run a script to make them mono if you want search for the error maybe use this string: "openalAL stereo sounds can't be positioned: ogg" . I dont know if this link helps: https://gamedev.net/forums/topic/605573-openal-convert-to-mono-on-the-fly/4831305/ ( i have searched for: openalAL stereo too mono ) Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted June 22, 2022 Author Report Share Posted June 22, 2022 9 hours ago, Stan` said: Run a script to make them mono How? Quote Link to comment Share on other sites More sharing options...
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