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  2. ModernGUI now have integrated most of @nani and @Seleucids autociv's functionalities. I always wanted to add the following : A command to save and load game presets in gamesetup Now possible. For example : set all your mainland balanced TG settings; do /save mainland TG; /default mainland TG => When you open a host you always have this preset. Reminder the full list of commands (with the one of autociv) always available when you type /help When using selection hotkeys, you sometimes want to NOT select a specific group of units. For example all cavs BUT NOT the ones you are using for corrals, or infs but NOT the ones mining and defending home CC. You now have a setting to define a range of control groups that will be ignored by selection hotkeys.
  3. I wasnt asking you to check zips i distribute, i was trying to see if you could figure out why getting it from git wasn't as simple as it used to be
  4. So they shouldn't go to the GitHub link anymore?
  5. Today
  6. Hi, awesome work!! I love the foliage, it looks really nice :) I also like your workflow, offers more possibilities than handpainting like some of the old models. 0 A.D. uses .dae files, which is not supported by blender since version 5 anymore. I will figure it how to exports your models and make a mod for it, so we can see how it looks ingame. Until then, some things that came to my mind on a first glance: 1. Faces are shown in 0 A.D. only from one side. By activating backface culling or face orientation in the top right corner in the viewport you can see which face would be seen from each perspective. If you want to show faces from both side, you'd have to duplicate it, move it a little and flip the normal (Alt-N). 2. Everything should use just one texture. So ideally the tree trunk should be somewhere on the foliage texture too. 3. All meshes in 0 A.D. usually expand a little below ground for uneven terrain. I couldn't reproduce the problem with the normals, looks fine on my pc. For an olive orchard would be cool to display some black olives (the fruits) on it, so the player can harvest them similar to the berry bushes. But that's a gameplay decision I'll leave to someone else :D
  7. I cannot check all zips you distribute. If you clone (or download) your repo, you'll have the correct file structure. On a side note this situation is NOT an isolated instance of troubles caused by compatibility check doing things that seems outside of its scope. The folder name, or the file structure shouldn't be taken into account for compatibility check. The mod.json should contain the only data used to determine compatibility, any other additional rule is likely just going to create pain for modders.
  8. You need to import the functions you are using something like import { addAnimals, addBerries, addBluffs, addDecoration, addForests, addHills, addLayeredPatches, addMetal, addStone, addStragglerTrees, createBluffsPassages, markPlayerAvoidanceArea } from "maps/random/rmgen2/gaia.js";
  9. Armor penetration created a bunch of balance issues in AoE2. Armor shouldn't ever be ignored, but we do need to correct the damage reduction formula to not give so much reduction at lower levels.
  10. I want to do something like this: <Melee> <AttackName>Mace</AttackName> <Damage> <Crush>10</Crush> </Damage> <IgnoreArmor> <Multiplier>0.5</Multiplier> <Classes>Infantry Cavalry</Classes> </IgnoreArmor> <MaxRange>4</MaxRange> <PrepareTime>500</PrepareTime> <RepeatTime>1000</RepeatTime> <PreferredClasses datatype="tokens">Unit+!Ship</PreferredClasses> </Melee> So in this example 5 damage would be affected by the opponent's armor value, 5 damage goes straight through. This functionality is then used for e.g. maces as they were often used against heavily armored foes because even though they could not penetrate the armor they could stop the wearer by brute kinetic force.
  11. Would be nice if you actually copied the error message as text (the image doesn't load for me) so a blind guess is you use SetProgress instead of yield.
  12. I imagine there is nothing in the porting guide ? Cc @phosit
  13. To remove the extra folder your need to create the wip from that last screenshot. E.g ctrl+a to select all and then right click to compress via the context menu Then people will be able to install it.
  14. Its in .var/app/com.play0ad.zeroad/.local/state/0ad/log, removing it then entering 0ad will create new log.
  15. @FrankI've played and checked, working for me, I think you click: Learn To Play > Tutorial Happened to me too. instead of; Single Player > New Campaign > Tutorial > Start Campaign > Introductory Campaign. Upon completing just do Single-player > Continue Campaign/Load Campaign. Since you've complete the tutorial, you can redo it but 2x speed in case you haven't known that feature top right.
  16. Ill keep looking into this! Thanks. Originally I created the mod on my desktop and then used github desktop to upload it to git. So I'm still trying to figure all this out. @Atrik wasnt able to figure it out This is what I have on my desktop, but I dont have to download from git
  17. Can't complete Introductory Tutorial, just says 'Available' after Victory and see the next one (Economy Walkthrough) but nothing else
  18. Hi everyone! I am a newbie on 0ad and GNU-Linux but like it very much. I am having the same issue but with the Introductory Tutorial, y complete it but cannot play the next one Economy Walkthrough. After i complete it just appears 'available' and nothing on Economy Walkthrough. Tried a lot of things, installed it via Flatpak, appimage, sudo pacman... Also changing the tutorial json with 'complete': true etc and nothing. I am thinking if having an Nvidia GPU could be a problem... I would really appreciate some help, really stuck with these, Thanks everyone! Awesome work!
  19. Ok, I found the problem. Your .zip file have inside an extra folder. This is wrong, you need to have only the folder and files of the mod without this extra folder. I should look like this: Also I have experienced that same error when trying to install a mod when I already have a previous version installed, because the directory and its files already exist and the installer cannot overwrite them. So, to install it successfully, I had to first delete the folder and the files from the previous version of the mod. Yeah this is not a good idea. Youll probably will get OOS
  20. Yesterday
  21. I thought I made the necessary change to a couple maps from the community-maps-2 mod But when I try starting a game with one of the maps I've changed, I get this:
  22. I am experiencing a critical script error in the "Visite guidée de l'économie" (Learning the Ropes - Economy) mission in the latest Alpha 28 (Bolorix) version. I tried in english and in french and got the same error The log indicates that the function colorizeHotkey is failing to parse a string, likely because of a malformed placeholder in the tutorial text that defines a keyboard shortcut (e.g., [Shift]). the log is attached interestinglog.html
  23. I meant if the name is the same i'm not sure what happens. Like if you did <BonusCavMelee> on template_unit, but then also on did <BonusCavMelee> on template_unit_infantry. Probably the template_unit_infantry will just "win"- as in those values will be used for that specific bonus- but yeah you need to test. Other than that i don't think theres a limit you need to worry about when applying different bonuses to the same unit.
  24. oh baby strong they are... but they are super gimmicky, they require too much economic focus on them (rigidity of economy) and they are slow as hell... as one of the few players who uses eles widely in multiplayer, I would say it is underrated... and it shall remain so, for quite good reasons. again: DO. NOT. TOUCH. MY. ELEPHANTS. <3
  25. So far the only way to get someone to join has been by changing the mod.json; "ignoreInCompatibilityChecks": true, but now anyone will be able to join and it will throw a lot of peopel off
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