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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
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.
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Could we make catapults less frustrating to use?
Stan` replied to Boudica's topic in Gameplay Discussion
I guess packed units should be on standground ? Maybe something to include in @wraitii's changes -
Oh nice, can we do anything for him ?
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Sure, I just made sure the work was really easy If he comes back soonish he'll only have to add the actions to the blend file, copy the script press enter, and replace the files. Instead of having to do everything manually I could buy a power supply for him, if that gets him back Are you in contact with him ?
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Sure, but there could have been other issues, like non rigged vertices Just wanted to make sure everything is fine. Also I'm not sure how Enrique managed to duplicate the vertex groups at the first time I would have loved to, but he hasn't uploaded anything there https://github.com/AlexanderVzla?tab=repositories Yeah really sorry about that.
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Could we make catapults less frustrating to use?
Stan` replied to Boudica's topic in Gameplay Discussion
That sounds doable, maybe someone could make a patch for it. @Freagarach Is working on a feature that will allow one to use catapults to bombard areas, which might make them a bit more useful. -
I need to write a tutorial for this explaining parallax and normal maps. Some facts: we use directX normal maps, not opengl ones (the shaders do the inversion for us) OpenGL shows how it will look in game (outward bump) Alpha channel of the normal map controls the height, the more transparent the higher (Usually using ao works fine for the mask)
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+1 Great work mate ! I guess if he has some time @s0600204 could review it ?
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