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  2. There is already a point that is a child of the armature (the source object) called prop-weapon_R. Just in case I made a new empty and parented it to the right hand, yet still no luck... The strange part is that the backpack works, but not the carrying basket. When the unit gathers a resource, the axe/pickaxe/whatever does not work but the whicker basket on their back does. Also, it does not show them carrying anything to their side but their arms are clearly doing so...
  3. It is prop-weapon_R. I am using the 0 AD armature so it is all there already
  4. Today
  5. Is the child of the bone named “prop-weapon_R” or just “weapon_R”? I occasionally get this error, usually because I misspelled the name of the prop point.
  6. Thanks! I will. Right now I'm noticing that formations got much worse in r28. They were already very buggy before, so these new bugs will really be frustrating. I'll try help on this first as it might still be time for bug fixs for r28.
  7. It isn't witchcraft. You've done much already (creating the fork, clone, branch, and finally the PR) and I'm confident you'll figure out the rest too as we move along. Then I suggest that you create the PR.
  8. When exporting, select the prop point empty first and then the parent object while holding Ctrl
  9. I used the the "biped_meshes_and_animations" armature and weight painted. The model was working fine in-game with the female citizen animations but when the model tried to mine or gather, this error came up. I took a look inside blender and their was a "prop-weapon_R" as a child of the "hand" bone. I then checked the DAE in my code editor and found 6 uses of "weapon_R". Then I checked a vanilla female worker and the uses were the same... You guys know any reason that this error is coming up, and how to fix it?
  10. I assume you mean that the civ is set to random by default?
  11. My official and only suggestion for R29's title is "Caryatid."
  12. Also @Vantha the "Germanic tribes" sandbox has a little problem:
  13. They are now in release mode. They don't accept things until after the release, especially if they correct the candidate for release.
  14. R28 is too late. But that gives us a lot of time to make a lot of cool stuff for R29.
  15. Yesterday
  16. I can confirm. Some weeks ago I could compile it and play with the germans. I don't know the date or build nr though anymore.
  17. No, same reason as @ffm2, and no entity get spawned. Just test it lol. I tested it on my own builds when developing obviously and nothing was wrong. Something must have gone wrong since then. I haven't downloaded the build since i've been very busy. K i can disable those in order to prevent weirdness/unforeseen bugs.
  18. nifa

    Erechtheion

    Looks nice. Maybe turn it a little so it grows away from the building, towards the sun?
  19. nifa

    Erechtheion

    Alright thanks, I will make a new UV2 and bake asap. Is there a deadline for the release already?
  20. No, same reason as @ffm2, and no entity get spawned. Just test it lol. Not sure how that happened, its not supposed to be like that. Random guess would be that the Carth stone tech get applied to all civs in p1. That is intentional, as the tech turns them into 5 pop houses. But you couldn't train females from them afterward iirc. It seemed a bit odd. Other proprieties of houses are likely to be applied to the wagon that might cause game-play weirdness.
  21. is that because of points 2 and 3? Or a different reason? Not sure how that happened, its not supposed to be like that. That is intentional, as the tech turns them into 5 pop houses.
  22. Hmm. I checked the spelling multiple times, and it should work. I wonder what the problem is
  23. I know nothing about this stuff but my first guess would be that you named something with a too long or invalid name.
  24. @Stan` So i did retest it with the higher rights. [lfs] repositoryformatversion = 0 url = git@gitea.wildfiregames.com:0ad/0ad.git Thats the config, i did those commands: $ git lfs fetch 0ad-base main $ git lfs pull 0ad-base main $ git rebase -i 0ad-base/main $ git push ... To gitea.wildfiregames.com:Cayleb-Ordo/0ad.git 68a7abb3b3..6bdcab11b9 main -> main $ Seems to work.
  25. I'd like to revisit the code a bit. It needs polishing in any cases but I might also make improvements. Since apparently it's too late to get anything into r28, I'll rather give it the time. I'd love to have your help and views on it! Especially since you seems to be very proefficient on performance implications, and UX in general (here is an opportunity to thank you for your work on 0ad too ). I'm still learning the review/git process so I don't understand what you have in mind here, as I also haven't went through a merged PR.
  26. Okay, so I tried to add it, and here is what happens: the game crashes without any error messages. In terminal, I get the error: “Assertion failed: ‘(int)m_PassClasses.size() <= PASS_CLASS_BITS’ Location: CCmpPathfinder.cpp:95 (Init)”
  27. @Atrik Apologies for only responding now. Considering that you have now set up a Gitea account and fork in the meantime, do you want to open a PR for this now? I'm still up to do the testing and reviewing. (If not, it's also fine, I can take care of all the git stuff for you, if you want)
  28. I just build some minutes ago state d3406f4509 with git clone -b release-0.28.0 https://gitea.wildfiregames.com/0ad/0ad.git Under https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions sudo pacman -S --needed awk openal m4 boost cmake curl enet fmt gcc gloox grep icu libgl libogg \ libpng libsodium libvorbis libxml2 llvm make miniupnpc patch pkg-config python \ rust sdl2 subversion wxwidgets-gtk3 zip zlib should be cbindgen added. I can play with the established civs but when I try to play a single player game with the germans I get these errors: ERROR: RelaxNGValidator: Validation error: special/players/germ:1: Invalid attribute comment for element GenericName ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'special/players/germ' ERROR: JavaScript error: simulation/components/PlayerManager.js line 20 Engine.QueryInterface(...) is null PlayerManager.prototype.AddPlayer@simulation/components/PlayerManager.js:20:9 LoadPlayerSettings@simulation/helpers/Player.js:44:21 Setting biome generic/sahara. Creating playerbases... 0.014223s. Creating bumps... 0.099461s. Creating hills... 0.019315s. Creating forests... 0.033423s. Creating dirt patches... 0.023661s. Creating grass patches... 0.010003s. Creating metal mines... 0.003676s. Creating stone mines... 0.002799s. Creating decoration... 0.009231s. Creating food... 0.001154s. Creating food... 0.000527s. Creating straggler trees... 0.015792s. Total map generation time: 0.239990s. Total entities: 1832, Terrain entities: 665, Textures: 13. WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:91:16 ERROR: Failed to load entity template 'structures/germ/civil_centre' ERROR: Failed to load entity template 'units/germ/cavalry_javelineer_b' ERROR: CColor has to be an object ERROR: Error calling component script function GetDisplayedColor
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