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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Yeah the that's my last check usually. But in the case of broken textures it just crashes so you'll get a debug message for every texture without knowing it's name ^^
  2. Due to the recent increase in interest for mods as well as the relative simplicity with which you can install them (either through .pyromod files or mod.io) I decided to make a little guide to explain how to package mods. It's a relative tedious process when you are not familiar to it, so don't worry if you do not get it right the first time. Requirements: You need to have the package_mod installed First go to 0 .A.D.'s root folder (This the one that contains the binaries folder): In the adress bar type "powershell" A wild window will appear. (Notice the path is correct one): Type or copy paste the following command, but replace "{yourmod}" by the mod folder name, for instance, terra_magna, delenda_est, milleniumad binaries/system/pyrogenesis -mod=package_mod -mod={yourmod} -archivebuild="binaries/data/mods/{yourmod}" -archivebuild-output="{yourmod}.pyromod" -archivebuild-compress You should have something like this after copy pasting/typing: It will take some time to compile the modfile. For Ponies Ascendant which is like 300MB big, it takes like 5 mins. Optional: You can monitor the output of the packaging in Visual Studio or using a tool called DebugView by SysInternals (Recommended as fewer setup steps are required) Open the zip and double click on Dbgview.exe: It will open a window like this, and the output will appear when you run the packaging steps above. Hope it helps.
  3. So it's fixed ? Yes I will. EDIT: Done.
  4. Not really gonna help because it won't say what texture is broken. What you can do is open Atlas and test every model from the civ/mod to figure out which one breaks the game
  5. To figure out post the interestinglog.html
  6. Yes you should. Maybe it could be trainable in the fortress. Do not forget to update the issue related to the heavy cavalry here. We will need an icon for it.
  7. Mmmh, I thought I tested, weird... I can't remember doing that.
  8. I just committed a fix for those these two buildings. EDIT: If you want to fix stuff there are still issues open here. And @wolflance and @Ayakashi might want (me) to open more.
  9. No it needs to be fixed. It only needs a few tag more, because that was a lazy fix. See https://github.com/0ADMods/terra_magna/pull/43
  10. Which mod ? @Alexandermb as you wish as long as it's fixed
  11. @wackyserious This should be the next release candidate for Millennium A.D. I couldn't find any art bugs, but there might be some others. (Especially versions, and maybe release title) @Alexandermb the mud error was because you used terra magna's mud decals, be cautious, as much as possible for standalone mods only load on at once. The Sharknado bug is indeed fixed. I fixed minister gameplay as well @Alexandermb Can you remove the oars dependency to the snekkja ? Terra Magna shouldn't use files from there. Looks like Ponies ascendant/and milleniumad are almost ready for modio. @asterix made the announcement, so once those bugs are fixed I guess we can release at last. millenniumad.pyromod
  12. Prop is good It will allow for variant to be nature and others to be player owned. The best would be civ specific Variants but it has to be done by the conversion code.
  13. Yeah I fixed it locally need to rebundle was waiting for the last fixes by @Alexandermb
  14. Well Trees are used for maps.
  15. You can only post three messages when you first sign in this is to prevent Korean spammers from making too much damage. @feneur will unblock you when he can. About multiple accounts @user1 Is there any way to properly register them for a family ? Sorry for the inconvenience but there has been a lot of abuse.
  16. Okay EDIT: I firgured out what was wrong and prevented units from garrisoning
  17. Yeah sure just not like next week Well it complaining about a missing mud file in the packaged version. Sure. You need to add the rudder while you are at it. It's better to not rely on whatever is done in the public mod. Notice I added a few skeleton files to make sure none was missing. Also it's better to let my script handle the making of those than to make them by hand.
  18. It's now fixed. @wackyserious Can you commit the textures you want to commit to the Millenniumad repository ? @Alexandermb Can you fix the corral mud Millenniumad ? Also can you fix the skeletons that conflict with the shark in terra_magna ? I fixed the rubble After that we should be ready for the package and a release. Any idea on @wowgetoffyourcellphone https://github.com/0ADMods/terra_magna/issues/41
  19. /me wonders what happens if you Garrison the engineer in a fortress just after making him make a ram.
  20. Would be nice to have resources depend on a local deposit like the mauryan elephant. You'll send it to the cc to get resources or ask units around it to use it as a deposit and when there is enough resources you could make it create a ram.
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