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  3. From what I understand, one big benefit of using Lua would be the native integration with C/C++ bindings, meaning there is no need to serialize/deserialize values (it can be just a reference). The serialization/deserialization of data is a big bottleneck for the Javascript bindings
  4. I did nothing special, except use SpawnEntityonDeath, so it must've been subtly broke at that time. At the time I showed off the feature, nobody said, hey wait a minute that shouldn't work! Lol
  5. For AO, reducing from 2048 to 1024 doesn't introduce too many artifacts. Imagine how big the structure is on screen for 99% of a match. It'll probably take up not much more than 256^2 on a typical 1080p monitor at any given time, so a 1024 AO map is most likely adequate. For the trees, it might be cool to put a dummy object there when baking to simulate the presence of the average sized or smallest size cypress that goes there, but that step is up to you.
  6. If you start the campaign automatically there might be a way to force gamesettings.
  7. Stan`

    Erechtheion

    Well it needs to be checked. Usually the least textures the better. They don't need it but it doesn't hurt to try. Also you might get away by tweaking the UV2 to give more space to some stuff.
  8. Yeah, the civ is set permanently, but normally when you start a match, you pick an AI. However, my map is for a campaign I am making, where you start the campaign and the level starts automatically, so there is no place where the player picks an AI. So, rather than use TriggerHelper to handhold the AI and decide it’s every move, I want to specify an AI and just let it play.
  9. Well if you have questions do not hesitate Mmh if the map type is scenario and assuming it's correctly set in the XML you shouldn't be able to change it but I'm not sure. Maybe it only applies to civs.
  10. Hey, on a different topic, how do I force an AI in a scenario or campaign? I set an AI (Petra bot) and added an AI seed, but it still doesn’t work.
  11. Yeah, I have no idea how to do that. I’m not much of a Java coder. My attempts at reverse engineering code succeed about 1/3 of the time.
  12. Well you could add it (copy the code) to a modded component and do some stuff on death. With a list of tokens (templates)
  13. Issues related to performance should have a label: https://gitea.wildfiregames.com/0ad/0ad/issues?type=all&state=open&labels=44
  14. Yeah, I’m not sure how to integrate QuickSpawn (which is a map program) into an entity. Thanks anyways!
  15. Indeed it does; thanks anyway. But I still get the error message sometimes... weird !
  16. SpawnEntityOnDeath definitely doesn't work, so I think @wowgetoffyourcellphone did something different or it was broken without being all to obvious back then. If you want to add a unit as if trained for example, so that the simulation knows of it, and place it where the old one died instead. An example is QuickSpan in binaries/data/mods/public/maps/scenarios/pickup_test_map_triggers.js.
  17. If you look at the actor for the encampment, it is an example of how you can use props to let an actor conform to the terrain.
  18. @nifa I like the direction with the wonder. If the ship settings were supposed to be a monument or memorial, then perhaps we can imagine some decor that would be fitting. We may not even need the ship inside as the rocks were arranged in the shape of a ship.
  19. I deleted it from the unit, but I can add it back in and post the unit here for you to look at.
  20. I ran into a disk failure, probably, the error was NOT related, however after restoring everything I've then been able to compile. Something was very probably outdated but I don't think it was the compiler since I tried both clang and gcc, clang had at least the most recent version and gcc was 12.x Now using gcc 13.3.0 It works seamlessly. Thanks.
  21. @Sundiata started a concept based on the sanctuary from Gournay sur Aronde but never showed it publicly, it was meant to replace the current Gallic temple: Edit: I added the blend file from Sundiata Gaul_Sanctuary_Gournay_sur_Aronde_V2.blend
  22. Yes, I think the game engine is not made for monuments related to specific landscape elements. I think we need to have some imagination in this case. We have some account of sacred groves and sanctuaries in Tacitus' Germania but those are not usable since we are narrowing the civ around the Cimbri. I think the best option is to make a huge deposit with multiple items, like a votive gift. You have a good idea with the stone boat around the monument: https://en.wikipedia.org/wiki/Stone_ship I think we can make something bigger. A large stone in an elongated circle with a pile of various weapons, trophies, and spoils of war inside. It should represent the spoils of war of the Cimbri during their wars against the Romans, Celts, Iberians, etc. Large cauldrons like those found in Brå, Keldby, Rynkeby on Funen, and Sophienborg Mose could be added. We could have chariots like the one from Dejbjerg. We could also have freshly sacrificed horses. And on top of this pile, we could add two boats, leaning against the pile of objects. They could be slightly tilted to give the monument a sense of height. It would require making some props but it is feasible I think.
  23. nifa

    Erechtheion

    Right now everything is baked on the same ao map. So it needs to be scaled down, which might increase the artifacts? So it's better to split it into two seperate ao maps, maybe one for the statue set and one for the rest? Nature props don't need ao or do they?
  24. To me the title is clear ^^. It's about catching exceptions. Initially that doesn't help performance but makes using threads simpler. (So more things might be moved to another thread in the long run.) To me this ticket was a mega ticket to keep track of all that was to be threaded hence my confusion
  25. Stan`

    Erechtheion

    You can bake at any resolution to get more crisp details. In the game though currently most textures are 1024*1024 and ideally we shouldn't go above this unless you have a 20k tris model. Small items should either have smaller textures, or to reduce fragmentation be baked in the same texture as the main mesh they are used on.
  26. nifa

    Erechtheion

    Thanks, yes I'd love that. The olive tree actor was too large and not the most beautiful and I didn't find a fitting one. Shrinking an aleppo pine is a nice idea, they look "gnarled" to represent an old tree. Also I'd prefer the smaller cypresses of the randomly chosen ones, but that's not too important. For future purposes, what are the best settings for ambient occlusion baking? I baked on a 2048x2048 image with an island margin of 0.004. I excluded the nature props. It gave me some artifacts on the smallest faces of the statues, propably because resolution is so low that a single pixel is bigger than a face on the ao uv map. What would you think could be a purpose of the building? Another wonder or special building for athenians?
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