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Everything posted by Stan`
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VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
Try a path without spaces (Just in case) -
VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
Yeah, Or anywhere else really I never tried it before -
VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
I guess you could try an absolute path. One could also try in a mod in my documents there is a 0ad folder in my games I guess those are generic error codes though you could check what calls the function at wdbg_sym.cpp line 848 -
Hey, Come on, we just want to take the best decision here. If we chose the Library of Congress 2010 Transliteration Standard I want to make sure that's gonna be a sustainable choice for the next 20 years. 20 years from now I want to be able to point out the lenghty discussion that happened here expose the good arguments, and be able to justify my stance. All the people are asking is that you take Nescio's point one by one (highlight the text click "quote this") and answer them. Nescio isn't against using the standard per se, but just wants answer on the potential flaws he sees in that. The word impatience has not been written once in the previous page. I don't care about the speaking yet, I just want the specific names consistent. Voices can be another thread. In your academic studies does everyone agree with you all the time ? Don't you have to prove your points ?
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I don't know if @vladislavbelov had the time to look at it yet
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VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
The game periodically checks for file changes and reload them if they changed. This allows you to change code in a script while the game is running for instance. -
VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
I believe the issue is the file being hotloaded like the js scripts. I'm not sure exactly which folder is being hotloaded but moving it out of there and loading it only on demand might work. -
I'll do that after D1718 is committed, (maybe after the template differential to actually use that feature) I think there is a patch for that. You mean like if you garrison a catapult the building should fire catapult projectiles ?
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VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
Good, I will try to find some time, no promises though. -
VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
Yeah so as elexis said you need to find a way to put a semaphore on the file (or handle the case where it's used by another process) On a side note, if you are not the one making this PR https://github.com/0ad/0ad/pull/25 you can use that to send commands directly to the engine. You'll probably have to figure some stuff out first, maybe contact the person -
VFS Error while trying to read a file (JavaScript)
Stan` replied to ramtzok1's topic in Game Modification
What os are you ? Windows handles multiple file ownership badly. Do you have a set up guide so I can try to reproduce it locally -
Why did they not ask Stan ? That should be part of the wiki steps'
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Sweet Christmas What did you call this mod ?
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I guess the trees do all the work
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@feneur can you remove the post limit please ? Thanks
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Could we make catapults less frustrating to use?
Stan` replied to Boudica's topic in Gameplay Discussion
Maybe then we could restrict catapults to buildings when attack range is implemented. -
I loaded the file in Blender and made a few checks but didn't find something inherently wrong. 1 material maximum... okay Mesh parented to the armature... okay Vertex groups... okay Did you get any error before or after those three like unable to load skeletons or something ? If you changed the rig, you need a new skeleton file.
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Oh okay. So first "static_meshes" should contain both the mesh, and the armature. animation should also contain both the mesh and the armature. However if multiple static meshes are using the same animation because the skeleton is compatible you do not need to export all the meshes as animation. The static_mesh should have the same number of bones and vertex groups than the animation. The static_mesh may not have two vertex groups with the same name.
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Hello and welcome to the forums @Adrix ! Skeletons do not need to be pointed to, they are recognized automatically, this is both a good thing and a bad thing. Yeah, if it's using the same skeleton as another one you do not need to create the file. Yeah, most of the time, import doesn't work with animated DAEs, you should ask @The Undying Nephalim for the source file instead.