- User Since
- Jun 23 2021, 7:26 AM (13 w, 4 d)
Fri, Sep 17
'screenshot0001.png' was successfully taken after I rebuilt 0ad with your patch applied. Is there currently anything more I could help you with? Like anything with Python?
BTW, can I use this patched & rebuilt version for further testing also of other stuff, or should I then rather revert your patch (i.e. back to latest svn and rebuild/compile)?
@wraitii In the summary, you started with "Compile with this". While this might be obvious for you and other devs/experts, I am not sure whether I have to really compile (again). I did not compile again, as I have a working svn version of 0ad already. So I only did 'svn up', then applied your patch, and continued with the commands your provided for the console. All went fine until the map got tilted (by SetCameraData), so one can see it nicely from high above. However, the next command to take the screenshot failed. I took one manually that also shows the error message in the console.
Thu, Sep 16
Ah, this implies code changes? Well, then I'm lost. 😊
@marder Ok, thank you!
Which manual step do you mean?
You also have the ability of foresight! ;) I don't know if I'm supposed to review your patch, but let me tell you that for me it works very nicely. Thank you! :)
Well, for the time being, I would like to keep it as it is. In fact, I realised that changing the look of the tooltip itself would not help. One would need to change the area where a tooltip is to be expected, e.g. by a different background colour or something eye-catchy; this should be consistently used throughout the game, though, I guess, else it would not be nice. Further suggestions are very welcome. AFAIK it, I can later further edit this patch in this regard, i.e. also after it has been implemented, right? Or should I then better start a new one - to have the implemeted one as basis for a new diff?
Could a map thumbnail be automatically generated in the game?
Tue, Sep 14
Maybe I could add another tooltip style, so users immediately see that there is a tooltip. That could be used elsewhere, too. However, I don't know if this finds support and how a better visibility of this (and maybe other not obvious) tooltip could be best achieved: background colour? text contour?
@bb Thanks for your hint and proposal, which I have both addressed.
Deleted redundant line and amended last sentence of tooltip
This is very cool! How did you do this in such a short time? ;) I tested it - see my post in the forum with screenshots. There were 2 changes where the units changed orientation, but the first change of orientation was from "no formation" to some formation, so that change is fine, as it seems to be arbitrary when they face in "some" direction when "unformated" and then being directed into one specific formation. I never pointed them to a specific direction, of course. Now what does that mean? From my point of view, this is a nice amendment. Maybe we need to further test behaviour in narrow passages?
Added a tooltip for "Enabled Mods" about loading from top to bottom etc.
Mon, Sep 13
Maybe it's too late now to ask: I wonder if more arts for other bioms for (all?) maps could be added? Even if not possible automatically from within the game, maybe it was enough to create them by screenshots or so? I would help with it, if deemed feasible. As far as I understand, there was not just one map where the biom can be changed. However, when I read previous comments, I (mis-)understand them that there was just one map. Assuming that the biom can be changed for more, then maybe adding arts (outside the game) would indeed be nice. Nothing prio, of course. What are your thoughts about this?
Could we use these civ icons?
Wouldn't a rotated background (even if dimmed) look a bit awkward? I just think about this great dog with his legs in the air. ;)
Sun, Sep 12
Sorry, I was away. As I wrote before, credits belong to @nwtour . If you want to add me, too, I don't disagree, though. ;) But please without my email address (nick is enough). If that is not possible, I don't care. Mostly, I am here to help and to learn - if mentioned or not, is not so important for me. :) Cheers!
Sat, Sep 11
Thank you, I agree with you - and will try to add the longer text as a tooltip.
- Updating D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods #
- Enter a brief description of the changes included in this update.
- The first line is used as subject, next lines as comment. #
- If you intended to create a new revision, use:
- $ arc diff --create
Updated object sizes under "Enabled Mods Wrapper"
Instead of trying something with additional mouse hover tooltips, I added the proposed text but made the room for it larger to fit. The window resolution is 1024x768. I'm not sure if the result can still be considered "nice" (admittedly, I have some doubts), but I just wanted to ask you for your thoughts. Should this be discussed in the forum, too (so others can also share their ideas)? I would create a new thread. Under "Game Development & Technical Discussion"? I know that this is of very low prio and likely of minor interest, so please regard this also as an exercise for me to learn. Thanks for your patience and your time. ;) And have a nice weekend! :)
PS: Interesting for me is that some changes (object size/position) only take effect after 0 A.D. has been restarted, whereas others (text editions) are immediately visible.
Thu, Sep 9
This patch shows as "Accepted". Is there anything more for me to do? Like "Close Revision" or something else? Thank you! :)
Mon, Sep 6
Yet another (hopefully my last ;-)) update on this diff, now adding two spaces that are needed according to lint. But I have learnt again something new. Thanks @Stan and others who are so patient with me. :)
PS: Currently, I use 'Mousepad' under Debian for editing JS files and is set to highlight JS syntax. Is there another Debian editor you could recommend that would show the missing spaces to be added?
@Angen Let me do it, so the commiter has less trouble. I am correct that such even small changes cannot be done from within Phab but rather by changing the file in te svn tree and then applying another patch?
Sun, Sep 5
Admittedly, I don'tunderstand anything from your recent comment, sorry! 😊 Is it ok what I did? Besides, now I see Lint comments which weren't there before, despite I have not changed anything. Do I have todo something about those comments? The missing spaces are well understood, but the others about g_Commands I have no clue. I see that they concern code that was not touched by this patch, so maybe it doesn't matter, or does it?
@Angen @Freagarach @Stan
I created again the diff (svn diff -x -U5000 > Commands.js.patch) after a fresh svn (svn revert -R .) from the root svn folder. The path does not look incomplete to me, but I'm no expert at all, just apprentice. ;) Is it ok now? If not, please let me know what exactly is wrong. Thank you so much for your help! :)
I created the patch from my checked out SVN root folder named 0ad. Let me check later if I did something wrong and how to do it correctly. I will update the patch. Sorry for any inconveniences.
Sat, Sep 4
Oh, ok. I have no clue yet about hover actions etc. Is this C++ or JS? Where would I find some (example) code?
How about this? (still to vague and/or too long?)
Jun 30 2021
Why are different file paths modified?
Jun 26 2021
For my personal education: What is RB?