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Some animations are broken (gathering and other)


Mr.lie
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On 7/8/2020 at 4:39 PM, Mr.lie said:

Yes, it works :yes: - i only need another head, the original comes without and the adapted head is too big :D

 

I've spend the poor woman a face, maybe you will create another one. I've only resized slightly the "head_female_shorthair.dae" and copy it to "head_female_shorthair_coif.dae". I've also copied a edited "head_female_shorthair.xml" to "head_female_shorthair_coif.xml". Finally edit the "umayyads/female_citizen.xml" to adapt the new head.

grafik.thumb.png.2b2ec5b4404bfe4edfcb684270961411.png

 

I also give her the pick into the right hand ... :D

 

 

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I've worked hard :D the last two days and nights and have at least 70 changes to milleniumad. All changed files are now with "two spaces" :). What i have fundamental changed: i've replaced the "bow_byza" and "norse_bow" with "bow_recurve" or "bow_long_indian" because with the first there were no animations with the bow while ranged_attack. Maybe you can solve this, i couldn't. What should i do next? Merge these changes to "gameplay_a24"? What is the easiest way?

milleniumad_changes.thumb.png.a0ea49bee6b45b4450db3787864f2bf0.png

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@Mr.lie, try pushing to https://github.com/0ADMods/millenniumad/tree/gameplay-a24

(And since you're making art fixes, please don't label them as ‘gameplay’ next time.)

29 minutes ago, Mr.lie said:

only the "more fixes" commit is relevant, the other ones can be deleted ...

You mean https://github.com/0ADMods/millenniumad/pull/53/commits/2d06dab647b27ac28a341f12779148c7c1224417 ?

@Stan`, here's a simple but useful script by @fatherbushido for properly indenting simulation data JSON files: indent.py 

Edited by Nescio
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2 minutes ago, Nescio said:

@Mr.lie, try pushing to https://github.com/0ADMods/millenniumad/tree/gameplay-a24

(And since you're making art fixes, please don't label them as ‘gameplay’ next time.)

@Stan`, here's a simple but useful script by @fatherbushido for properly indenting simulation data JSON files: indent.py 

Something really is going wrong - after push and pull i have again old versions in the local "milleniumad" mod :sorry: - i'll hope you got the correct files :unsure:

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13 minutes ago, Nescio said:

@Mr.lie, try pushing to https://github.com/0ADMods/millenniumad/tree/gameplay-a24

(And since you're making art fixes, please don't label them as ‘gameplay’ next time.)

You mean https://github.com/0ADMods/millenniumad/pull/53/commits/2d06dab647b27ac28a341f12779148c7c1224417 ?

@Stan`, here's a simple but useful script by @fatherbushido for properly indenting simulation data JSON files: indent.py 

Yes, this are the relevant changes ...

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10 minutes ago, Mr.lie said:

Something really is going wrong - after push and pull i have again old versions in the local "milleniumad" mod :sorry: - i'll hope you got the correct files :unsure:

Unfortunately I don't know what exactly you're doing or where it goes wrong. Try a clean repository:

git clone https://github.com/0ADMods/millenniumad.git ad1000
cd ad1000/
git merge 2d06dab647b27ac28a341f12779148c7c1224417
3 minutes ago, Stan` said:

@Nescio why the script? But thanks. Although any decent IDE can indent JSON :)

Not all auras etc. in Millennium AD are formatted properly. Doing them one by one for a pull request is a lot of work, but someone with push access (i.e. you) can fix everything within a minute by script.

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2 minutes ago, Nescio said:

Unfortunately I don't know what exactly you're doing or where it goes wrong. Try a clean repository:


git clone https://github.com/0ADMods/millenniumad.git ad1000
cd ad1000/
git merge 2d06dab647b27ac28a341f12779148c7c1224417

Not all auras etc. in Millennium AD are formatted properly. Doing them one by one for a pull request is a lot of work, but someone with push access (i.e. you) can fix everything within a minute by script.

I have 15 minutes ago clone milleniumad again - the changes seems to be there

Now i'll try it as you say ...

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3 minutes ago, Mr.lie said:

I have 15 minutes ago clone milleniumad again - the changes seems to be there

Now i'll try it as you say ...

Could you run

git status

?

git merge 2d06dab647b27ac28a341f12779148c7c1224417

is to load the relevant commit. Afterwards you still have to make a pull request (better do a new one).

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30 minutes ago, Nescio said:

Could you run


git status

?


git merge 2d06dab647b27ac28a341f12779148c7c1224417

is to load the relevant commit. Afterwards you still have to make a pull request (better do a new one).

you said: is to load the relevant commit. Afterwards you still have to make a pull request (better do a new one).

How exactly should i do this in order to make it correct?

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Maybe it's not the right place, but i have some questions:

1. when changing an actor or entity and i'll find still some errors in the Atlas-Editor related to the actor, i edit the actor or entity again. For observing the new changes i have to close Atlas, start him again and search again for the actor or entity. Is there a better way i doesn't know?

2. Every time when starting the Editor, i've to maximize the window, until now i have not found a way to start Atlas maximized. If there is no way, it should be changed. It's not hard to save the window-state.

3. When changing a mod, in the past i always clean the mod-folder (delete or move all other mods except the one i'll try) to be sure, that no other files would be used. Is this necessary to do? Somewhere here in the forums i've read (from stan) that the game reads all files in the mod-folder. Maybe i have misunderstood something.

Thank you for your patience again.:)

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14 minutes ago, Mr.lie said:

Maybe "git" is a better choice than "gitHub Desktop"

good, old command-line :D

Yes, command-line git is powerful and straightforward, whereas github, gitlab, etc. add a graphical interface on top of that, which can make it less obvious what you're doing. I'm glad you're comfortable with using a terminal, that makes things easier for me to reproduce.

3 minutes ago, Mr.lie said:

you said: is to load the relevant commit. Afterwards you still have to make a pull request (better do a new one).

How exactly should i do this in order to make it correct?

Whenever you don't know which git command to use, type:

git help

To start, get a fresh repository (you already did that):

git clone https://github.com/0ADMods/millenniumad.git ad1000
cd ad1000/

And update it (that should not change anything right now):

git pull

Next, set your github credentials:

git config --local user.name "your github username"
git config --local user.email "your github e-mail"

At any point you can check your repository (that does not change anything, but makes it easier to understand what is happening):

git status

In this case, get the relevant commit (you already did that too):

git merge 2d06dab647b27ac28a341f12779148c7c1224417

In other cases, make changes in your repository, then commit them:

git add *
git commit -m "message what you did"

Then push to the relevant branch:

git push https://github.com/mrlie58/millenniumad

Enter your github username and password when prompted.

Next, visit https://github.com/mrlie58/millenniumad in your web browser. It should say:

This branch is 1 commit ahead of 0ADMods:master.

  • Click on “Pull request” (and sign in to your github account if you've not done so already).
  • Click on “Create pull request”.
  • Describe what you've done in the “Write”/“Leave a comment” field.
  • Click on “Create pull request”.
  • Wait for someone else to review and commit your pull request.
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1 minute ago, Nescio said:

Yes, command-line git is powerful and straightforward, whereas github, gitlab, etc. add a graphical interface on top of that, which can make it less obvious what you're doing. I'm glad you're comfortable with using a terminal, that makes things easier for me to reproduce.

Whenever you don't know which git command to use, type:


git help

To start, get a fresh repository (you already did that):


git clone https://github.com/0ADMods/millenniumad.git ad1000
cd ad1000/

And update it (that should not change anything right now):


git pull

Next, set your github credentials:


git config --local user.name "your github username"
git config --local user.email "your github e-mail"

At any point you can check your repository (that does not change anything, but makes it easier to understand what is happening):


git status

In this case, get the relevant commit (you already did that too):


git merge 2d06dab647b27ac28a341f12779148c7c1224417

In other cases, make changes in your repository, then commit them:


git add *
git commit -m "message what you did"

Then push to the relevant branch:


git push https://github.com/mrlie58/millenniumad

Enter your github username and password when prompted.

Next, visit https://github.com/mrlie58/millenniumad in your web browser. It should say:

This branch is 1 commit ahead of 0ADMods:master.

  • Click on “Pull request” (and sign in to your github account if you've not done so already).
  • Click on “Create pull request”.
  • Describe what you've done in the “Write”/“Leave a comment” field.
  • Click on “Create pull request”.
  • Wait for someone else to review and commit your pull request.

Thank you very much. Next time i will do it excactly as you said :yes:

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1 minute ago, Mr.lie said:

1. when changing an actor or entity and i'll find still some errors in the Atlas-Editor related to the actor, i edit the actor or entity again. For observing the new changes i have to close Atlas, start him again and search again for the actor or entity. Is there a better way i doesn't know?

 Open your `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ).

3 minutes ago, Mr.lie said:

2. Every time when starting the Editor, i've to maximize the window, until now i have not found a way to start Atlas maximized. If there is no way, it should be changed. It's not hard to save the window-state.

I'm not sure what you mean.

4 minutes ago, Mr.lie said:

3. When changing a mod, in the past i always clean the mod-folder (delete or move all other mods except the one i'll try) to be sure, that no other files would be used. Is this necessary to do? Somewhere here in the forums i've read (from stan) that the game reads all files in the mod-folder. Maybe i have misunderstood something.

You can reset the active mods with the

mod.enabledmods = "mod public"

line in open your local `user.cfg`.

4 minutes ago, Mr.lie said:

Thank you very much. Next time i will do it excactly as you said :yes:

You don't necessarily have to, there are multiple ways to achieve the same thing, the above is just one option (which works for me).

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29 minutes ago, Nescio said:

 Open your `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ).

I'm not sure what you mean.

You can reset the active mods with the


mod.enabledmods = "mod public"

line in open your local `user.cfg`.

You don't necessarily have to, there are multiple ways to achieve the same thing, the above is just one option (which works for me).

I think we've misunderstood us:

1. Example: i edit the actor-file "xyz.xml" and change some variants etc. Now i will see, how the changes work. Therefore i open Atlas-Editor and locate the actor i have changed to see, whether or not the changes i made are good or not. If not, i will again change the actor-file "xyz.xml" and make again some changes. If i had kept Atlas-Editor open, he wouldn't reflect the changes i made. I have to close him and start him again. What should i find in the 'interestinglog.html'? This file and all other necessary files related to 0ad have a place in my "Quick-Access". :D

grafik.thumb.png.cc0badd94b60493d0a23b8edb09c48b7.png

 

2. Maybe this helps :) - in short words: Atlas doesn't save his Window-State

 

3. I know how to enable or disble mods - my question was, whether or not i can leave all mod-files in the mod-folder independently of they are enable or not.

 

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