Add a Tips and Tricks page containing the loading screen tips #6980
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Art & Animation
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Atlas editor
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Internationalization & Localization
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Maps
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UI – Game setup
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Reference: 0ad/0ad#6980
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Delete Branch "Vantha/0ad:tips-page"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Continuation from D1730
Do you have to move all those images? If so prefer git mv so that git keeps their history. Same for all the files you moved around. Also you might check in public or in the mod mod, if there are textures.xml files next to those, which would need to be copied / moved as well.
The reason I'm touching the tip image and text files is because tips are no longer exclusive to the loading screen and should therefore be moved out of its directories.
I added the commit again, this time making sure to use git mv for all file relocations. I pushed the changes to my branch, but for some reason the pull request hasn't updated yet... ?
What exactly are the textures.xml files needed for? (The tip images previously had none)
The textures.xml files are used to define the compression method for images. It allows some to make use of transparency for instance, while other don't need to store this data.
The textures at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/ui/loading/tips
use the closest textures.xml file they can find, which is the one provided by the mod mod:
https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/mod/art/textures/ui/textures.xml
I see. I don't think modifying them is necessary here.
By the way, (sorry if this is a dumb question) why isn't the pull request being updated? I've pushed a new commit to the connected branch already.
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Nevermind, I forgot to force push. This pull request is completely up-to-date now.
Guess I'd prefer if you move tips images to art/textures/ui/tips/ instead of art/textures/ui/tipdisplay/images/ and use art/textures/ui/tipdisplay/ for ui sprites only.
@Stan what is your take here?
Define sprites ? If you mean sprites.xml they should be in GUI.
Those images for the ui component itself like for example
binaries/data/mods/public/art/textures/ui/tipdisplay/button-decoration_back.png
He is referring to the png texture files used for the buttons, background, and decoration.
The idea is to distinguish between said textures and the tip images (which are only bare data) and put them into two seperate directories.
Another issues to make a decision on is to whether to use "\uXXXX" for utf chars gitea is complaining about.
There is also what was done by @Dunedan in https://code.wildfiregames.com/rP28109
They should go into the modern theme folder in the mod mod maybe.
Can we just disable this "feature"? When looking at the cases Gitea complains about in this PR, these are all false-positives complaining about the intentional use of certain unicode characters. Changing the text to what Gitea suggests, would result in using wrong characters.
cc @Stan, @Itms
Done 👍
What's the reason for the differentiation between public and modmod anyway? The stone button is stored in public and the red button in modmod...
The point is someday to provide the engine without the public mod. It's already the case when running the mod downloader. Where everything you need is in the mod mod
So, new stuff should generally be placed in the mod mod? (if reasonable)
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Changes:
Questions:
Should I move the contents of
art/textures/ui/tipdisplay/images
into a separate folderart/textures/ui/tips/
(alongsidetipdisplay/
) as suggested?I could move the sprite files currently in
art/textures/ui/tipdisplay
into mod mod, but don't know where exactly, since there already is abutton/
folder. Also, I doubt these button styles will be used anywhere else in the game - as they are visually limited to the parchment background - I'd suggest to leave them where they are right now.Mod mod is 0 A.D. agnostic. Basically anything for 0 A.D. should be in public. Public could also be named empires_ascendant.
Modmod is the bare minimum required for the engine to run.
So no tips in modmod :)
Is there anything that still stands in the way of merging this PR?
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