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Stan`

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Everything posted by Stan`

  1. @The Undying Nephalim So I downloaded the mod today to see if I could help you a bit. I ran a script of mine on it to find errors about missing stuff here is the complete list of broken stuff in there. See this file for more information broken stuff.txt Fixin it will be straightforward let me know If I can assist you. Your mod.json could be improved a bit. Here is a suggestion. The name should not contain any spaces nor special chars. The label however has no such restrictions { "name": "Hyrule", "version": "0.4.0", "label": "Hyrule Conquest 0.4", "url": "https://wildfiregames.com/forum/index.php?/topic/22638-hyrule-conquest/", "description": "A real time strategy game set withing the fantasy setting of Hyrule. Command one from over two dozen factions from the Zelda mythos.", "dependencies": ["0ad=0.0.23"], "type": "game" } I'm currently bundling the mod like we do for our releases to see how much I can reduce its size, it could make the download significantly smaller. It compresses every texture, models, animations.
  2. Hello, and welcome to the forums. What OS are you on ? (If it's either Mac OS or Fedora, TLS is broken on those platforms) As a workaround for the issue you can disable lobby TLS in the game options.
  3. Can't wait for them to be in the game You have so much stuff to commit (And I therefore so much stuff to review)
  4. @Alexandermb Missing file 'art/variants/others/ships/kart_quinquereme_shields.xml' referenced by: 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml', 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml' Trireme blanked messed up indent Trireme_Shields messed up indent (Macedonians) Rome bridge messed up indent Incorrect xml there is an extra </variant> <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant file="others/ships/rome_fore_sail_base.xml" name="Trireme Sail"> <mesh>props/rome_trireme_fore_sail.dae</mesh> </variant> <textures> <texture file="props/sail_blank_netting_new.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant file="others/ships/rome_fore_sail_base.xml" name="Trireme Sail"> <mesh>props/rome_trireme_fore_sail.dae</mesh> <textures> <texture file="props/sail_blank_netting_new.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor>
  5. I want this a lot too as well, that is why I keep harassing @bb_ about #2577 and #252
  6. For some reason, the "Same texture per variant" looks nicer, even though it's more repetitive. For the weird texturing the wood lateral pane looking bland, it nicer with little planks. I mean this:
  7. pers_ship sail textures missing Weird texturing on mace_ship_bireme Need more variations on the cart shields More variations on roman shields Copy pasta for sail textures helenistic and some others cart bireme + quinquereme + trireme sails messed up indent. Install vscode and the xml plugin and just forget about indent all together:) Or just use my new Actor Editor, and open and save the file. Messed up indent macedonian_trireme No need for two groups when there is only one variant I believe you could use variants more ex <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> </variant> </group> <group> <variant frequency="1" name="sail-spqr"> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> could be <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> NICE WORK. Keep it up.
  8. Hello @JonathanG. and welcome to the forums. In order to help you I will need the files the error message prompted you to attach. In the meantime you can try to disable GLSL and Postprocessing in the game graphic options. See https://trac.wildfiregames.com/wiki/GameDataPaths
  9. I'm working on a solution on my GitHub to generate fonts at runtime. I need to do some performance testing. We can't use fonts on the system because we can't assume they will be there. In the future once I'm done with my experiment. I could use some help as well for now It only supports 255 chars instead of all.
  10. Sure that's the point of variants. Reducing duplications.
  11. Yeah he knows he tried to make it work for two hours ;D
  12. You need to download a mod to get Asian fonts They are too big to be bundled with the game. Sorry for the inconvenience.
  13. You can try to contact them I guess Let me know if you have any further questions
  14. Awesome work as always. I'll have a look at the zip file Feeling like doing the Kush bireme ? dont forget to upload the source files
  15. Use the texture sail_blank_nettinh_new.png file. To add the old patterns open an old texture in gimp as a layer. Click add mask (select alpha channel) copy the mask. Past it as a mask for the new texture. In case it appears black in the game add another layer filled with full white below the sail layer and set the opacity to 2%
  16. Thank you for your work. Hope people will like the mod and that it makes the game more fun to play.
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