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The Undying Nephalim

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The Undying Nephalim last won the day on October 30 2019

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About The Undying Nephalim

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  1. This sounds like part 2 was not installed. Part 2 of the installer is nothing but the game's animation files.
  2. I just start it up by double clicking on pyrogenesis.exe. Just to make sure it was noted, before I got these 4 files and the modified .exe the game runs perfectly fine as long as I click Continue on those startup crashes. There doesn't seem to be anything wrong with 0AD after I skip through those.
  3. I've got all four file and the new pyrogenesis.exe in there If this don't work ill just stick with my old windows 7 PC until alpha 24.
  4. I've got another question. I've recently been migrating from Windows 7 to Windows 10, and while 0AD seems to work fine there's a huge series of errors it throws up when I start the exe. Is this anything I should worry about?
  5. Here's one of the actors and the attached prop: lizalfos_helmasaurking_b.xml lizalfos_helmasaurking_mask.xml
  6. The attack animations are still completely out of sync unless it's the same value.
  7. Random question time! I seem to recall somewhere that in 0AD Roman heroes could capture or convert enemy units. I can't seem to find any evidence that this is or was a feature in the game. If this was a feature that was cut, how was it used in template files and how can I give a unit the ability to convert enemy units?
  8. Yes, they both use the exact same skeleton and the same animations. The animations are completely in-sync until I removed "event=0.5" from one variant of the animations.
  9. I think I had asked this question before, but I can't seem to find it looking back so I'll ask anyway just in case. Is there a way to disable event sounds in animations for specific attached props to an actor? I'm running into a problem where I have actors with multiple props that play multiple copies of attack sounds, with expectedly jarring results. I've made copies of Variants that deleted the event= in attack animations, but now animations between the actor and all its attached props play completely out of sync, even though all the attack animations have the appropriate ID's. Is there a way to disable event sounds to attached props, or keep animations between multiple props that use different Variants in sync, or am I stuck with my unit playing 5 copies of an attack sound each time it attacks and blowing out my speakers?
  10. That was what I was thinking of! Thank you for reminding me of that.
  11. Nephy question time, it's been awhile. I seem to recall seeing an example, but was there a way to make it so researching a technology results in another technology being disabled and unable to be researched?
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