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Everything posted by Stan`
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@feneur Can you lift the post restriction of @Super_player0AD, please ?
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===[COMMITTED]=== Horse Update 2.0 (Retexture)
Stan` replied to Alexandermb's topic in Completed Art Tasks
You need a better specmap but it looks better now. The blonde hair looks a bit weird. I guess that's because of the specmap but the hair looks wet -
1. @aeonios Could you tell me if the following gaia.7z tree_cretan_date palms are better ? Also could you run some kind of profiling to see what kind of performance drop we are dealing with ?
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Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
My definition was more components that are required for the game to work -
Well done they look very nice. You should probably edit the unit mesh for them though Just grab the new unit meshes blend file let me know if you don't know where to find it.
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Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Also schemas contain examples that are useful for modders and the purpose of mod mod is to be the engine mod so that could make sense. -
Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Well CmpTimer is an engine component -
Moving Components Schemas to XML files
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
That's not changing. Still a property. It's just initiated by being run. That's more troublesome but you can rely on stuff like the hack above or just append the code. It's a string after all The engine schemas could be along the js ones. After all they are both components and this way easier to access for modders. -
I've been recently annoyed by having to edit indented strings in the ingame components and I was wondering if it wouldn't have been nice to have them as separate xml files instead. here is an example for the current resource supply component. diff --git a/binaries/data/mods/public/simulation/components/ResourceSupply.js b/binaries/data/mods/public/simulation/components/ResourceSupply.js index a015a190ee..1bc2ee9a5d 100644 --- a/binaries/data/mods/public/simulation/components/ResourceSupply.js +++ b/binaries/data/mods/public/simulation/components/ResourceSupply.js @@ -1,89 +1,7 @@ function ResourceSupply() {} -ResourceSupply.prototype.Schema = - "<a:help>Provides a supply of one particular type of resource.</a:help>" + - "<a:example>" + - "<Amount>1000</Amount>" + - "<MaxAmount>1500</MaxAmount>" + - "<Type>food.meat</Type>" + - "<KillBeforeGather>false</KillBeforeGather>" + - "<MaxGatherers>25</MaxGatherers>" + - "<DiminishingReturns>0.8</DiminishingReturns>" + - "<Change>" + - "<AnyName>" + - "<Constraint>Alive</Constraint>" + - "<Value>2</Value>" + - "<Interval>1000</Interval>" + - "</AnyName>" + - "<Growth>" + - "<Constraint>Alive</Constraint>" + - "<Value>2</Value>" + - "<Interval>1000</Interval>" + - "</Growth>" + - "<Decay>" + - "<Constraint>Dead</Constraint>" + - "<Value>-1</Value>" + - "<Interval>1000</Interval>" + - "<Delay>2000</Delay>" + - "<Limit>500</Limit>" + - "</Decay>" + - "</Change>" + - "</a:example>" + - "<element name='KillBeforeGather' a:help='Whether this entity must be killed (health reduced to 0) before its resources can be gathered'>" + - "<data type='boolean'/>" + - "</element>" + - "<element name='Amount' a:help='Amount of resources available from this entity'>" + - "<choice><data type='nonNegativeInteger'/><value>Infinity</value></choice>" + - "</element>" + - "<optional>" + - "<element name='MaxAmount' a:help='The max amount of resource the entity can reach when growing'>" + - "<ref name='nonNegativeDecimal'/>" + - "</element>" + - "</optional>" + - "<element name='Type' a:help='Type and Subtype of resource available from this entity'>" + - Resources.BuildChoicesSchema(true, true) + - "</element>" + - "<element name='MaxGatherers' a:help='Amount of gatherers who can gather resources from this entity at the same time'>" + - "<data type='nonNegativeInteger'/>" + - "</element>" + - "<optional>" + - "<element name='DiminishingReturns' a:help='The relative rate of any new gatherer compared to the previous one (geometric sequence). Leave the element out for no diminishing returns.'>" + - "<ref name='positiveDecimal'/>" + - "</element>" + - "</optional>" + - "<optional>" + - "<element name='Change' a:help='Optional element containing all the modifications that affects a resource supply'>" + - "<zeroOrMore>" + - "<element a:help='Optional element defining whether and how a resource supply regenerates or decays'>" + - "<anyName/>" + - "<interleave>" + - "<optional>" + - "<element name='Constraint' a:help='Specifies the health constraint for the change to be active'>" + - "<choice>" + - "<value>Alive</value>" + - "<value>Dead</value>" + - "</choice>" + - "</element>" + - "</optional>" + - "<element name='Delay' a:help='Delay in milliseconds before the object starts growing or decaying'>" + - "<ref name='nonNegativeDecimal'/>" + - "</element>" + - "<element name='Value' a:help='The amount of resource added per interval'>" + - "<data type='decimal'/>" + - "</element>" + - "<element name='Interval' a:help='The interval in milliseconds'>" + - "<data type='positiveInteger'/>" + - "</element>" + - "<optional>" + - "<element name='Limit' a:help='The upper or bottom limit of the value after which the change has no effect'>" + - "<data type='nonNegativeInteger'/>" + - "</element>" + - "</optional>" + - "</interleave>" + - "</element>" + - "</zeroOrMore>" + - "</element>" + - "</optional>"; +ResourceSupply.prototype.Schema = Engine.ReadFile("simulation/components/schemas/ResourceSupply.xml").replace("Resources.BuildChoicesSchema(true, true)", Resources.BuildChoicesSchema(true, true)); + ResourceSupply.prototype.Init = function() { diff --git a/source/ps/scripting/JSInterface_VFS.cpp b/source/ps/scripting/JSInterface_VFS.cpp index ec1a1d0572..71840a513b 100644 --- a/source/ps/scripting/JSInterface_VFS.cpp +++ b/source/ps/scripting/JSInterface_VFS.cpp @@ -268,6 +268,7 @@ void JSI_VFS::RegisterScriptFunctions_Simulation(const ScriptInterface& scriptIn scriptInterface.RegisterFunction<JS::Value, std::wstring, std::wstring, bool, &Script_ListDirectoryFiles_Simulation>("ListDirectoryFiles"); scriptInterface.RegisterFunction<bool, std::wstring, Script_FileExists_Simulation>("FileExists"); scriptInterface.RegisterFunction<JS::Value, std::wstring, &Script_ReadJSONFile_Simulation>("ReadJSONFile"); + scriptInterface.RegisterFunction<JS::Value, std::wstring, & JSI_VFS::ReadFile>("ReadFile"); } void JSI_VFS::RegisterScriptFunctions_Maps(const ScriptInterface& scriptInterface) And the side file in simulation/components/schemas <?xml version="1.0" encoding="UTF-8"?> <a:help>Provides a supply of one particular type of resource.</a:help> <a:example> <Amount>1000</Amount> <MaxAmount>1500</MaxAmount> <Type>food.meat</Type> <KillBeforeGather>false</KillBeforeGather> <MaxGatherers>25</MaxGatherers> <DiminishingReturns>0.8</DiminishingReturns> <Change> <AnyName> <Constraint>Alive</Constraint> <Value>2</Value> <Interval>1000</Interval> </AnyName> <Growth> <Constraint>Alive</Constraint> <Value>2</Value> <Interval>1000</Interval> </Growth> <Decay> <Constraint>Dead</Constraint> <Value>-1</Value> <Interval>1000</Interval> <Delay>2000</Delay> <Limit>500</Limit> </Decay> </Change> </a:example> <element name="KillBeforeGather" a:help="Whether this entity must be killed (health reduced to 0) before its resources can be gathered"> <data type="boolean"/> </element> <element name="Amount" a:help="Amount of resources available from this entity"> <choice> <data type="nonNegativeInteger"/> <value>Infinity</value> </choice> </element> <optional> <element name="MaxAmount" a:help="The max amount of resource the entity can reach when growing"> <ref name="nonNegativeDecimal"/> </element> </optional> <element name="Type" a:help="Type and Subtype of resource available from this entity"> Resources.BuildChoicesSchema(true, true) </element> <element name="MaxGatherers" a:help="Amount of gatherers who can gather resources from this entity at the same time"> <data type="nonNegativeInteger"/> </element> <optional> <element name="DiminishingReturns" a:help="The relative rate of any new gatherer compared to the previous one (geometric sequence). Leave the element out for no diminishing returns."> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="Change" a:help="Optional element containing all the modifications that affects a resource supply"> <zeroOrMore> <element a:help="Optional element defining whether and how a resource supply regenerates or decays"> <anyName/> <interleave> <optional> <element name="Constraint" a:help="Specifies the health constraint for the change to be active"> <choice> <value>Alive</value> <value>Dead</value> </choice> </element> </optional> <element name="Delay" a:help="Delay in milliseconds before the object starts growing or decaying"> <ref name="nonNegativeDecimal"/> </element> <element name="Value" a:help="The amount of resource added per interval"> <data type="decimal"/> </element> <element name="Interval" a:help="The interval in milliseconds"> <data type="positiveInteger"/> </element> <optional> <element name="Limit" a:help="The upper or bottom limit of the value after which the change has no effect"> <data type="nonNegativeInteger"/> </element> </optional> </interleave> </element> </zeroOrMore> </element> </optional>
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Pressing Esc ?
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Glad I could help. Happy modding.
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Alpha transparency is a bit tricky to get right. Usually you add a 2% visible white layer below the one with transparency in Gimp. You can also use the fade to alpha tool in Gimp add another transparent layer. Select the transparent areas and past them on the bottom layer reducing the visibility by trial and error until it retains enough details and still displays color. Areas you want to be player color should be shades of grey
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I want to crash my game
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Well with the files maybe
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Hey, I tried it out and fixed a few mistakes in the actors, though mostly it was capitalized names, and incorrect materials I'm willing to commit it, but maybe it's possible to improve it a bit. Some textures are blurry, it looks nice when zoomed out but bad close up. the ferns ao could use more samples. Up to you @wowgetoffyourcellphone @LordGood do you have any other comments ? public.zip
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Can you upload the files somewhere ? I'd like to have a look.
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Hey, Did you enable all the graphics options ? If those meshes are animated the normal map won't show unless you put gpuskinning = "true" in your user.cfg file.
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Sheep are fixed in the dev version. Only two bugs to fix before another release
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In all cases great work.
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Created a ticket for it https://trac.wildfiregames.com/ticket/5400#ticket
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How build 0 AD in Codeblocks
Stan` replied to Trinketos's topic in Game Development & Technical Discussion
You can also manually download pyrogenesis.exe pyrogenesis.pdb AtlasUi.dll and not compile -
Fgod Could have come to Fosdem and said hi
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Well it's recent (November) I hope to be giving more talks in the future. I'm thinking about something like what like to be an artist or maybe the management behind it. Could also make a presentation about a workflow. And yeah the front image sucks.