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Showing content with the highest reputation on 2017-07-22 in all areas
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9 points
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@The Undying Nephalim, please remember that steps described below are a way to test things in the game. It shows how to get from point A to point B without explaining why. https://trac.wildfiregames.com/ is a good source of information about getting art files working in the game. It was very useful for making the mod and writing this post. I used Blender 2.78c in default configuration. I can only assume how proficient you are in Blender. But "User Interface" section of the user manual should be enough to follow the steps. https://docs.blender.org/manual/en/dev/interface/index.html For a skeleton file I used a text editor and followed part "3 - Creating the XML file describing the skeleton" from the tutorial https://trac.wildfiregames.com/wiki/AnimationExportTutorial A text editor was also used to create an actor file. I think tiger.xml was used as a base. And just removed what was not needed and changed several lines. That was it. The very same tutorial once again https://trac.wildfiregames.com/wiki/AnimationExportTutorial part "Creating the actor file". Additional information can be found here: https://trac.wildfiregames.com/wiki/Actors I guess it is the best I can explain. If anything is not clear let me know.4 points
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The first error (in shared.js) happens on turn 19209, and the other three in worker.js come up later because of this one. This bug does not seem to be new in Alpha 22; looking at the code, it seems to have existed for several years (the chance of it occurring is very low). D751 will hopefully sort it out (not in time for A22 though).3 points
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Thanks for the report and the exact description how to reproduce it (fully promoted hoplite switching from attack to gather). An entertaining bug. It isn't fixed in alpha 22, so we have enough time to pull that in lobby games. Alpha 21: Alpha 22: Now where I look at it, it's also unexpected that the unit has a helmet when walking without resource and no helmet when walking with resource or gathering. Reported at #4686.2 points
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@Lion.Kanzen not exactly, but it's true that chariots fell out of (military) use during the 500BCE-1AD timeframe, in favour of mounted cavalry. They were still used by elites as prestige items though (personal transport, parades, races). Those civilisations further from the meditaranean continued to use them for a while though (like britons and such...) I'll do some reading and get back to you2 points
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interestinglog.html 0 A.D. (0.0.22) Main log (warnings and errors only) ERROR: JavaScript error: simulation/ai/common-api/shared.js line 438 TypeError: ent is undefined m.SharedScript.prototype.setMetadata@simulation/ai/common-api/shared.js:438:6 m.SharedScript.prototype.ApplyEntitiesDelta@simulation/ai/common-api/shared.js:299:5 m.SharedScript.prototype.onUpdate@simulation/ai/common-api/shared.js:234:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 mainlog.html ERROR: JavaScript error: simulation/ai/common-api/shared.js line 438 TypeError: ent is undefined m.SharedScript.prototype.setMetadata@simulation/ai/common-api/shared.js:438:6 m.SharedScript.prototype.ApplyEntitiesDelta@simulation/ai/common-api/shared.js:299:5 m.SharedScript.prototype.onUpdate@simulation/ai/common-api/shared.js:234:2 Saved game to '/home/brian/.local/share/0ad/saves/savegame-0341.0adsave' ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 Attached Files: commands.txt metadata.json2 points
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I figured as much, less taxing on mobile systems. I did a few architecture mods for AoE II, so I'm reasonably familiar with that workflow too. Kind of nice, being able to be able to paint over your model in post render!2 points
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Hi, and welcome to the forums! There is a release candidate build of the next version (Alpha 22) available: http://releases.wildfiregames.com/rc/ , please try it out to check whether the issue is solved there.2 points
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Flattery will get you everywhere, haha I cant promise anything, I have quite the tasklist already, though i find neolithic architecture in particular quite interesting2 points
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We're planning to differ from AoE and taking more Empire Earth and Total War Elements to the game, such as unit squad like in Total War, Teritory system like in Empire Earth, ans more. It will be an amazing thing to have the iconic legendary modeller of 0 AD to helps the project2 points
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Tangling with a classic reboot head to head is a plan to fail, I think you are taking the right steps is running somewhat parallel, even on mobile. AoE DE is pigeonholing itself in windows 10. You can share in its success without competing with it if you plan your release just right.2 points
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I think there are some pathfinding improvements coming reasonably soon, although I'm not sure exactly when they'll be added.2 points
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Hi , Im working on .... Carthage : 7 players of 50 pop limit --> 6 districts + 1 army of 50 mercenary champs VS Rome : 1 player of 500 pop limit mostly invading by sea (like survival of fittest) + nubians troops coming from desert I'm using the elevation terrain hack to put some buildings on top of others and make them look like merged in order to have unique structures (below, the 5 houses produces those 5 females with no evacuation problem) Rome will invade with RAMS, but will not be able to crush the Carthage walls everywhere (terrain elevation as unbreakable wall and platform for bolt-lozaa ) If Rome is in the walls .. Some places will be used to make good retreats for those 5 noobs Gauls, Athenians, Iberians, all different but their HATE of Rome on their face Even if the map could be used to be playable, i want to go into the new camera function in 0ad22 to make great cinematics in the narrow streets of carthage during invasion action . (to make a SUPER promotional trailer of 0ad) Also, for the sake of global interests, it would be nice to have a 3D map of carthage which could be used , i.e , for any TV documentary For this, Carthage has to be fulled with contents to give it a living appareance. FEEL FREE to WORK on it and make updates on this thread the pmp https://ufile.io/6vgn1 the xml https://ufile.io/xwqlc1 point
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Cannot get replays to run. ERROR: JavaScript error: gui/replaymenu/replay_menu.js line 185 TypeError: pData is null sanitizeGameAttributes/<@gui/replaymenu/replay_menu.js:185:7 sanitizeGameAttributes@gui/replaymenu/replay_menu.js:184:2 loadReplays@gui/replaymenu/replay_menu.js:97:3 init@gui/replaymenu/replay_menu.js:62:2 __eventhandler20 (press)@submenuReplayButton press:1:7 ERROR: GUI page 'page_replaymenu.xml': Failed to call init() function1 point
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This post was inspired by this one. Currently, units only have in the description, the classes that belongs to. As before in previous alphas, I think it will be useful have a description for them when hovering the unit portrait both when selecting and for training the units. Although we've discussion a lot for the units roles and I'm not a favour about the actual design, I think that it's needed a written clarification about them in-game, for both new players and people that hasn't or don't want to check the numbers. Players need why train infantry melee A and not infantry melee B. That's my initial suggestion, based on actual stats (not my design proposition idea): Skirmisher: Fast ranged unit with a powerful piercing short ranged attack. Useful for hit and run tactics or close combat support. Slinger: Ranged infantry with a medium attack and range. Good as a standard ranged infantry. Archer: Long ranged support infantry, with low attack but effective against light armoured infantry. Spearman: Standard melee infantry, with a 3x bonus against cavalry. Good as main infantry or defensive line against cavalry. Pikeman: Slow infantry, effective as a shield wall against damage, with a 3x bonus against cavalry. Swordman: All-rounded melee infantry with a fast attack and movement. Effective against other melee and caught ranged infantry Cavalry swordman: Melee cavalry with a fast attack, good against unprotected ranged infantry, spear cavalry and raiding. Cavalry spearman: Shock cavalry with fast movement with piercing armour* that uses a powerful but slow attack. Cavalry skirmisher: Ranged cavalry that combines the strong attack of the javelin and the mobility of the horse. Useful also against all cavalry. Cavalry archer: Ranged infantry that combine the supportive long range of the archer and the mobility of the horse. EDIT: *With this phrase I wanted to empathize that cav spearman have better pierce armour than sword cav, but still a low number.1 point
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looks nice. Maybe they'd blend better if some yellow was taken out of the Egyptian texture?1 point
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Lots of folders with commands.txt. I first noticed the issue when I got "WARNING: Replay file not found!" from clicking the replay button at the end of a match. I then checked the replays menu and got an actual error instead of a warning. I moved all the replays out of the replays folder and generated a new one. (Verified it was created.) I still get the warning but not the error. the Replay shows in the menu but throws a major error (C++) when attempting to run it and it crashes and hangs the entire program... Is no one else able to reproduce this? If not, perhaps something is just corrupt? [EDIT] Seems to only show one replay - the first one created. If I delete it, I can make a new one, but it will only show that one. Attempting to run it crashes the game. I'm going to try cleaning workspaces and clean the build. I usually just run update workspaces and then build. [EDIT 2] Looks like cleaning workspaces fixed it. That was really weird.1 point
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I tested my script against strannik model and it worked. So you should be able to use it for everything. If you want I can make it so that the script looks for dae files in the current folder and create as much skeletons as needed.1 point
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Happens as soon as I open the replays menu. The replays list is empty. I'm using the current version of the GIT repo.1 point
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when does the error occur? does it break everything or just throw an error when selecting replays? does it occur with all replays or only old ones?1 point
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I have a whole mod for that. It's called the eye candy mode and there are new textures and a bunch of new props. New nature elements etc.1 point
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Just add objects to the map editor. That's always cool, maybe a few mercenary huts; Who knows.1 point
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This was the problem, it loads up now! If it's not too much to ask, when you have time could you perhaps give me a step by step process of how you got this to work? What programs you used and what actions you did? I'd like to try and replicate it so I can do all of this myself for my other animations. Thank you so much for at least proving my animations can be ported with no problems!1 point
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Greetings, The Undying Nephalim. I have tried to get files from this post: into the game. Files have multiple meshes so it did not work without several modifications. I joined all four meshes and followed instructions from the tutorial mentioned already by WhiteTreePaladin: https://trac.wildfiregames.com/wiki/AnimationExportTutorial Maybe the following mod can help. You should put it into (for Windows, for another system https://trac.wildfiregames.com/wiki/GameDataPaths): C:\users\"User name"\My Documents\My Games\0ad\mods. Then you can start the editor with pyrogenesis.exe -mod=Htest -editor Then object tab => change entities to actors (all) => use actor viewer to play walk animation for Htest/Htest_unit.xml. You can add more animations by modifying the actor file. I hope it may prove useful for you. P.S. I do not see the license. Let me know if it is not right to post your files and I will delete it. Htest.7z1 point
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Stanislas can help to you. But obviusly you need put him in the credits of the game.1 point
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It'd be good to have it in Atlas or Actor Editor instead of using command line tools. Which are not really familiar to artists. Or another way: I made few simple plugins for Blender and it's easy enough to create. So we could create a plugin for it too. Another profit, plugins for blender are mostly written on Python, so it'd be easy to add it. So artist even doesn't need to open Actor Editor/Atlas Import/Command line tools.1 point
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It would not surprise me if the next version was named in his honor, but I don't know if it would be a good idea to include him as a character in the game. It feels like it could be disrespectful, but maybe not. I didn't know him, so I can't really say. Maybe @Wijitmaker has got a better idea of whether or not it would be a good thing. Regardless it would probably be more relevant with a historical figure. Maybe Aristotle?1 point
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At least he doesn't have a bush for a head. (Years ago in order to test resource shuffling, Philip (Ykkrosh) replaced a unit's head with the various resource props when they were carrying resources.)1 point
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Why should we? If we did you'd have to find something new to complain about, some of us might take over the world or worse, someone else might pick up where we left (in which case you'd have to voice your complaint again), etc. But most of all because we are doing this because we want to. (Locked, since people already started feeding the troll.)1 point
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It's the called "black marble wall" found in several important carth structures of the era which represented high status and wealth. Nah, just kidding, thanks for pointing it out av93. Thankfully its an easy fix, I'll take a look at it when I get home1 point