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Radagast.

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Everything posted by Radagast.

  1. Comrade, that's what I already fixed. Didn't you talk of something with animations to ships not working? I might be wrong. Then it's all fixed but the chariot. The gate operation is working now. Visible garrisoning by Sander is working like a charm and A17 will strike like a bolt.
  2. Possible, the error output in the OP was not very helpful and it didn't state A16 anyway so I switched into self-criticism and thought it must be due to the Mod selector. Sorry for the noise. @OP: Can you provide more info? The workaround reinstalling should still work though, but it's unclear where the issue arose from. Perhaps some files went corrupt.
  3. These things are working for me and I've added some proof of concepts in Aristeia some time ago. The problem is only the chariot. But perhaps the oar animations are not what you meant? Sorry if I misunderstand. I'm a noob. :/
  4. Dude, that's all working. Tested with oar animations (modded carthaginian trireme to allow for garrisoning visualization) and the animations all work while the units fight, the ship moves and all that at the same time. Thus I can't reproduce your issues you outlined to Sander. The only remaining problem with visible garrisoning is the jumping rotation when units are visibly garrisoned in a chariot (can be seen in Aristeia in the Atlas Editor just add the egyptian chariot and some archers and garrison the archers in the chariot. Then when moving the chariot jumps around in rotation, it looks like a reset of the animation state.)
  5. Hm.. Sander has no time anyway currently, so I'll wait for him to return. The ship issue I couldn't reproduce, moving a ship while visibly garrisoned units inside the ship fight another ship works fine, no reset like for the chariot. The chariot seems to be most broken then. I have to find the bug. I'll probably have to test with a ship where the oars are animated?
  6. Workaround: Reinstalling 0AD and starting mods using the command line will do it: /path/to/pyrogenesis[.exe] -mod="public" -mod="optinonally_another_mod"Whenever you configure mods using the Tools & Options -> Mod selection you need to only save the configuration and restart. * Alternatives: The proper fix is to start using SDL2 and wxWidgets3 (but note that Atlas Editor support on Linux is still broken). If you are stuck with SDL1 (e.g. Ubuntu 12.04), then use one of the backports of SDL2 by fabio or yashi. If you have SDL2, then enable --sdl2 support when building the pyrogenesis engine (pass --sdl2 to update-workspaces, see Build Instructions). Yashi, fabio and historic_bruno have already spent lots of effort in fixing it and have succeeded to fix the Windows issue using SDL2. You may notice hotkey or text input issues though. Please post back discovered bugs in ticket #2041. * Refs #2753 - Crash with WSDL Window Recreation.
  7. It's the AI code, it's expecting key buildings such as civil center, but it seems not to find them. Does a CC exist for each civ, where you either assigned Aegis or Petra (or any other AI that uses this API).
  8. Sorry, commander, I thought I did use his method? Here's the newest version, should address most issues (besides the water still not showing up): LordGood's method is advantageous in that it's less manual than Niek's proposal. Nevertheless Niek's proposal with drop-propping stones instead of the walls is also a nice idea, despite increasing poly-count, but that's of minor importance here. (we have still other real severe performance bottlenecks in 0AD) (It was a lot of trial and error to find the correct patch prop points.)
  9. Stan did a good work on the houses, but Niek noticed they didn't stretch far enough into the ground: So we made them stretch farther into the ground:
  10. Of course I have. But I'm tired of providing patches that dry out on trac. I've already lost overview of which patch in which state has been committed and which not. It's included in 0AD Extended already. I'll look into that boat issue. Might be not as easy to fix as the gate.
  11. Thanks to Ayakashi and Stan for their epicness. Here's the final storehouse model.
  12. Gates are not garrisonable by default. I had to mod them to allow garrisoning in them. Then the gate's door wings didn't close anymore. It seems this can be addressed by examining not only for nearby units, but also checking if the units are garrisoned, and if so, then ignore them in the evaluation. I have addressed this issue and it's fixed. What was wrong with the ship animations and I'll fix it too. How can I reproduce it? If interest exists, then I'd like to at least commit it myself.
  13. Stan, how can I reproduce your Gate animation problems concerning visual garrisoning?
  14. Great man! I never could draw such a smoke, nor could I create such swords. Thanks for the building!
  15. The fields and trees are placed in a manner that only artists can achieve. It's looking so real. Thank you LordGood.
  16. This knight is invincible. Incredible work. I must hold myself back to not dive endlessly in his devianart again.
  17. Great work. Does anyone know which kind of animal the statues at the bottom of the structure in wowgetoffyourcellphone's reference are? For the humanoid-like statue in Tobi95's reference of his 2nd post, couldn't we reuse the existing Roman props or at least isolate the mesh from the other Roman temples + civic center (which to my knowledge already features a column with a winged angel ontop).
  18. After wraitii's fixes, the Council succeeded in fixing another issue with planes, which made planes jump around wildly. The last issue I know of now is that the rotation (yaw) drifts over time. That's known to happen with quadrocopter sensorics (so it's strange it happend in 0AD too, because we don't have sensorics, so the issue might have been a random rotation offset). Definitely we first need to know how to reproduce this issue before we can fix it. Modern warfare now has a chance since Sander's turrets.
  19. * Got this warning once, not sure how to reproduce it yet:WARNING: JavaScript warning: __internal(32) press line 0 reference to undefined property g_Selection.toList(...)[0]No ideaMight be related to timing or memory management because somehow the selection gets invalidated. I recently paused the pyrogensis process from the command line and waited for some time, then woke it up, selected a female citizen unit quickly, pressed F for focus again and then quickly clicked into nowhere, then focus again. => The same error message popped up, but it might have been random or the corresponding RAM part not being available yet or invalidated resulting in that undefined variable. Couldn't figure out how to reproduce it either, but that it happened with the female citizen might indicate that it's nothing related to the fogging?
  20. Thanks, that's what I wanted. Indeed, I should add the source. Thanks for the hint. I must have misread that in such a way that you made it compatible with Scion's description. Excuse me, comrade. I had edited the description in Civ.json myself in the commit before yours, so no issue at all, what I said about reverting is obsolete, sorry.
  21. According to this important overview post by Zophim, our chief researcher, the Nubians will be added to the Bronze Age 0AD Addon "Aristeia". Thank you for the detailed outline and hints, which are of great help for us.
  22. The question is, Did the norse/vikings construct barracks-like buildings?
  23. @Niek: Missed the town phase, went lost in my last commit. Fixed by now. @Loki: Well, true, but the reference I used somehow showed a crown, I'm pretty unsure about it and who really knows, so I think we might add the hat as a variant of the crown. @Stan: Thanks for the weapon fix of Han Xin. But please revert the description. The description's of Scion Development are no reference, they're flawed. How comes you still trust them that let us do their work and still not even trust us one meter. (I have researched the new description myself and I crosschecked both Chinahistoryknowledge and Wikipedia for it and the result was that Scion Development's descriptions are not accurate. We should not follow blindly what we are told, but think ourselves. Sorry for my nit-picky-ness again, but that Han Xin general has been understated and we should surrect him a monument - Liu Bang is not only glory, he killed his general Han Xin after he helped him despite the general pulling out of all affairs because he knew Liu no longer trusted him. I know I'm so nit-picky. ) Fixed the random crash when selecting the Han civic center.
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