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crazy_Baboon

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crazy_Baboon last won the day on February 10

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  1. Hi @Stan`, I have merged the contents of the pyrogenesis 1944 with the mods/public folder of git master alpha24 (under PopOS). Congrats for the artwork of the main menu: However, I could not find any french civ or troops with modern weapons. How do I find these? Cheers!
  2. Hi @Stan`, I could not find that mod in mod.io online service. However I found https://github.com/0ADMods/pyrogenesis-1944. How do I install and run it?
  3. Hi @smiley, i think you are correct, as i was told the Linux client was lagging the mouse and music player. Cheers
  4. Hi, I was playing 0ad (alpha 23) online with a friend and his game has been crashing for no good reason a few times. So I advised him to start 0ad from a terminal, so he could get some debbugging info in case a new crash happened. And it did happen. Here is the screenshot of the terminal info just after the crash (20 something minutes after starting I think): Any idea on what this could be? "killed"!? I was hosting the game (Linux), he was the client (Linux) and there were 2 computer bot enemies. Thank you!
  5. Hi guys, Two questions about map making (and Afrika Australis in particular): 1.Where do i place the screenshot for the map preview image? 2.How do i make the town centers to be general, e.g. not particular to any civ? Thanks!
  6. Thanks @Stan`, BTW what is the advantage of creating a mod vs hacking the git folder?
  7. Hi @Stan`, Is there a tool like gdb that could point to these "typos"? I am modifying the git master folder directly. Also, but you mentioned I'm confused. ps: what does "prop point." stand for?
  8. Thanks @Stan` i have used your example barracks.xml. The error I am getting now is: GAME STARTED, ALL INIT COMPLETE ERROR: Could not load mesh 'art/meshes/structural/css_catering_truck_01.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/structural/css_catering_truck_01.dae failed to load ERROR: Could not load mesh 'art/meshes/structural/css_catering_truck_01.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/structural/css_catering_truck_01.dae failed to load TIMER| common/modern/setup.xml: 229.607 us TIMER| common/modern/styles.xml: 225.238 us TIMER| common/modern/sprites.xml: 1.48907 ms TIMER| msgbox/msgbox.xml: 13.2327 ms I have checked and the file art/meshes/structural/css_catering_truck_01.dae does exit. ps. I cannot figure out how to get the barracks to attack anything.
  9. @Stan` I did not know the barracks can shoot projectiles However, i cannot find an attack component on them: binaries/data/mods/public/simulation/templates/structures/gaul_barracks.xml: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_military_barracks"> <Cost> <PopulationBonus>4</PopulationBonus> </Cost> <Footprint> <Square width="22.0" depth="22.0"/> <Height>5.0</Height> </Footprint> <Health> <SpawnEntityOnDeath>decay|rubble/rubble_stone_5x5</SpawnEntityOnDeath> </Health> <Identity> <Civ>gaul</Civ> <SpecificName>Coriosedlon</SpecificName> </Identity> <Obstruction> <Static width="20.0" depth="20.0"/> </Obstruction> <ProductionQueue> <Entities datatype="tokens"> units/{civ}_champion_infantry_barracks units/{civ}_champion_cavalry_barracks </Entities> <Technologies datatype="tokens"> unlock_champion_units </Technologies> </ProductionQueue> <VisualActor> <Actor>structures/celts/barracks.xml</Actor> <FoundationActor>structures/fndn_6x6.xml</FoundationActor> </VisualActor> </Entity>
  10. Many thanks @Stan` However, looking at the error message, this does not seem too easy: ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/ccs_catering_truck_01.dae" for actor "barracks" ERROR: Failed to find matching prop point called "smoke" in model "art/meshes/structural/ccs_catering_truck_01.dae" for actor "barracks" ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/ccs_catering_truck_01.dae" for actor "barracks" ERROR: Failed to find matching prop point called "smoke" in model "art/meshes/structural/ccs_catering_truck_01.dae" for actor "barracks" ERROR: Model 'art/meshes/structural/ccs_catering_truck_01' has no UV1 set. ShaderProgram.cpp(891): Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0" Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0" Location: ShaderProgram.cpp:891 (AssertPointersBound) Call stack: (0x562bf55b2265) ./pyrogenesis(+0x627265) [0x562bf55b2265] (0x562bf554fd91) ./pyrogenesis(+0x5c4d91) [0x562bf554fd91] (0x562bf55515e4) ./pyrogenesis(+0x5c65e4) [0x562bf55515e4] (0x562bf5551cdb) ./pyrogenesis(+0x5c6cdb) [0x562bf5551cdb] (0x562bf5379e76) ./pyrogenesis(+0x3eee76) [0x562bf5379e76] (0x562bf545bafc) ./pyrogenesis(+0x4d0afc) [0x562bf545bafc] (0x562bf53b0a85) ./pyrogenesis(+0x425a85) [0x562bf53b0a85] (0x562bf53c5034) ./pyrogenesis(+0x43a034) [0x562bf53c5034] (0x562bf53c8f1c) ./pyrogenesis(+0x43df1c) [0x562bf53c8f1c] (0x562bf53c9a67) ./pyrogenesis(+0x43ea67) [0x562bf53c9a67] (0x562bf52311b1) ./pyrogenesis(+0x2a61b1) [0x562bf52311b1] (0x562bf5033e90) ./pyrogenesis(+0xa8e90) [0x562bf5033e90] (0x562bf50387a5) ./pyrogenesis(+0xad7a5) [0x562bf50387a5] (0x562bf5023b4e) ./pyrogenesis(+0x98b4e) [0x562bf5023b4e] (0x7f8fd28ff1e3) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f8fd28ff1e3] (0x562bf503217e) ./pyrogenesis(+0xa717e) [0x562bf503217e] errno = 0 (Try again later) OS error = ? Do you have a suggestion?
  11. Thanks @Stan`, How about the .dae file? Where should I place it?
  12. Hi @Stan`, I have got the texture .png for the .ac file. These are the files I have: - catering_truck.dae - CCS_catering_truck1.png Say I would like to replace the gaul barracs with it, so there is no animation involved (assuming this is another issue). Which files would I have to edit to replace the barracs by the truck?
  13. Hi, I am trying to adapt 3D models from FlightGear and use them in 0ad. FlightGear models are stored in the .ac format, while 0ad uses collada .dae. In Blender 2.82, I have successfully imported an .ac model, but when i try to convert it to collada (.dae), the model appears to loose its texture: The .ac file in Blender: The converted .dae file in 0ad: Does anyone know why the texture is not showing in the collada .dae file? How do I fix this? Thanks!
  14. Hi, I was wondering... is there a mod in 0ad that features modern military warfare (heavy panzer, fighter jets, nukes... etc)? I remember there used to a great game called rise of nations, that would take you from pre-history to the 2000s.
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