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Everything posted by Stan`
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He is still on A23b
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You just need to run it you don't need to play I was interested on whether the HPET message would still fail.
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So it works?
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Does the game behavior change after changing it in the BIOS?
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Could one of you download https://docs.microsoft.com/en-us/sysinternals/downloads/debugview and give me the log that happens when running the game ? Some say you have to disable HPET, might be that.
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Which you don't have with any other non ryzen CPUs?
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@Nescio your plea has been heard, @Alexandermb will try to fix them when he has some time
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It should also fix the tech tree.
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No git conflict when getting latest version, easy to share the mod to figure issues, easy to put it on a versioning system such as Git and usually cleaner
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Maybe source/tools/entity/checkrefs.pl I think it would better for you to make a separate mod Let me know if I can help. Sorry about that. I referred to the projectile error which can have two causes. Either the building is trying to shoot or there is no projectile prop point. Prop points are blender empty objects parented to the mesh which allows one to make object pop randomly at certain spots. Like a barrel for instance.
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Even in Multiplayer?
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Barracks have 0 arrows by default, so they cannot attack. In this case look for typos. did you make a mod or modify the game directly?
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@Feldfeld first post. On the tickets you agree with state why and then accept them. Thanks! accepting patch.mp4
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See this line <Entity parent="template_structure_military_barracks"> This means it's inheriting stuff from binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml In this case I believe it's Building AI You can add <BuildingAI disable=""/> in the template. I guess using a building template for a truck was not the greatest idea Anyway it won't solve your issues. I would seem you didn't change the actor completely. If it complains about 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" That means those are still referenced in the actor, and you didn't use the example I provided.
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0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Stan` replied to Stockfish's topic in General Discussion
Thanks for organizing this event @Stockfish Thanks also for the feedback on balancing the tickets! There are a many more to look at can you do so ? @Feldfeld i'd like it if you could voice you opinion there -
That's because the barracks expect to be able to shoot projectiles. Your new 3D model does not have that prop point. For more information about propppints i can give you a libk to one of my videos. For the matter at hand (the crash) however I can think of multiple potential issues The 3Dmodel you want to import has more than one material. You forgot to change the material to default.xml which made the game crash For the other matter I guess one could remove the attack component In binaries/data/mods/public/simulation/templates/structures/gauls_barracks.xml
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The current spot in the actor above binaries/data/mods/public/art/meshes/structural/ Default is binaries/data/mods/public/art/meshes/
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
@asterix Nice, but first we need to support Vulkan at all Thanks for sharing. Thousands of Assets are available for free as CC0 on Itch.io https://itch.io/s/29028/kenney-10-year-anniversary @LordGood @Samulis @OmriLahav There might be some interesting sounds for the game in there. @Andrettin Maybe something for wyrmsum. -
You'd have to edit this file binaries/data/mods/public/art/actors/structures/celts/barracks.xml https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/structures/celts/barracks.xml And replace its content by something like <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="Base"> <mesh>structural/catering_truck1.dae</mesh> <textures> <texture file="CCS_catering_truck1.png" name="baseTex"/> </textures> </variant> </group> <group> <variant name="alive" frequency="1"/> <variant name="death" frequency="0"/> </group> <material>default.xml</material> </actor> As a general rule of thumb I would avoid capitalization in file names. I would also use _01 to make modding nicer. If possible I would also keep the names identical like so ccs_catering_truck_01.dae ccs_catering_truck_01.png This line <texture file="CCS_catering_truck1.png" name="baseTex"/> Means the game will look for a texture in binaries/data/mods/public/art/textures/skins/ Add subfolders accordingly. This line <material>default.xml</material> Means that it will only use the diffuse texture and nothing else.
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Hey @crazy_Baboon Nice to see someone more in the modelling business! To answer your question unlike flightgear textures, ours are not bundled with 3DModels but separately. You need to export them in a format the game knows, preferably .PNG but it can also be .DDS, or .TGA. Then you need to bind the textures using an actor file. This file defines the 3D Model as well as the variations and a few other things.
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You should have gotten an email
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@Lopess You should have gotten an invite for the repository. Get in touch if you need anything.