Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.020
  • Joined

  • Last visited

  • Days Won

    524

Everything posted by Stan`

  1. BTW the converter unit template is broken. I think it's coming from the inheritance of the parent template, because changing it makes it work.
  2. We have a prototype, for mods. But it's not fully functionnal yet.
  3. Well if its the same reuse the old one Maybe change the props.
  4. Isn't it the same template as the egyptians barracks ? BTW Egyptians are working again now.
  5. Did you make a template for it ? And modify the template of the unit you want to be able to build it ? This is complicated I know but it's how it works. If your model is nice (Haven't checked yet) would you want to see it in an eyecandy mod ? I gather all the eyecandy we can find for scenarios.
  6. You must also download the latest svn for 0ad.
  7. Maybe it should be an iron thing. I mean all the logs put onto an arc of iron with with the top at the same level. Thanks though see you in two days
  8. Okay I investigated further and with the help of leper found the source :https://github.com/0ADMods/han_china/commit/7c3c8253fd33e91948b15b7f97da7ed22e04afcf [23:07] <Stan> Can someone help me understand why those errors only appears on A16 ? http://www.wildfiregames.com/forum/uploads//monthly_07_2014/post-12287-0-93018300-1406145199.png[23:09] <@leper> what is the first error[23:09] <@leper> (interestinglog should help)[23:11] <@leper> the errors on the left seem to be caused by missing skirm defs in the mod (as it was released for a16 and isn't meant to be used with it anymore)[23:11] <@leper> (not missing but not in the format a16 expects)[23:12] <Stan> I have only one interesting log.html, and it's empty...[23:15] <Stan> leper: What are those skirm defs ?[23:16] <@leper> you started the game again after those errors (that's why it's empty[23:16] <@leper> they tell the game what entities to use on skirmish maps[23:17] <Stan> Oh hold on gonna launch it again[23:17] <@leper> (and it works for some units in the mod because the default fits (it replaces {civ} in the templates))[23:18] <@leper> but for one unit that one doesn't exist for chin and thus you get errors because the default is wrong (and since some commit some time after the mod release) no a16 compatible skirm replacements are there[23:19] <@leper> TL;DR the git version of the mod is not compatible with a16[23:20] <Stan> I opened the file[23:20] <Stan> he can't find cached version of the templates[23:21] <Stan> Is there a way I can make it compatible until A17 or do I have to tell everyone to use svn leper ?[23:24] <@leper> 7c3c8253fd33e91948b15b7f97da7ed22e04afcf is the commit that changed it[23:25] <@leper> but if you add that files again (ignore the map changes) you'll get errors with svn[23:25] <@leper> and there was a reason to release the mod for a16 ;-)[23:25] <@leper> (to be able to follow svn after that (because it makes some stuff easier))[23:26] <@leper> so I'd tell them to either use svn or not use the git version of the mod[23:26] <Stan> Which would be lame because they'd miss Enrique's superb buildings and my crappy work [23:26] <Stan> okay thanks leper So now I'm sorry to say that, but you should either go on SVN, or play the A16 release... If you guys need help on how to get svn I'm here to help you.
  9. Rada, maybe you could make a drop menu ? Also, you may also get object names in the scene so that props are recognized as such ?
  10. Dude... that's awesome. could you make a palissade one for gaul villages ? BTW check your PM's
  11. I can't for studying reasons switch back to linux. Moreover this is a crossplatform game so everybody should be able to play. here a re the errors.
  12. - Stills needs hat Reference : http://www.360-expeditions.com/images/itinImgs/Sahara-Desert-Trek-754_800.JPG
  13. - Better nose topology Boar01.7z
  14. Go there https://github.com/0ADMods/han_china and in the right panel click on download zip. Extract it to the mods directory of your game. Then go to the system directory of the game and copy atlas.bat. Right click Modify and paste this : start C:\0AD\binaries\system\pyrogenesis.exe -mod=han_china
  15. Normally the path doesn't matter as long as it exists. You may have to restart atlas to take your changes in account. Could you upload the files here ?
  16. I can confirm that. I works fine on SVN, but not on A16. Weird enough though because I didn't change the templates much, and it has issues with another file...
  17. Have you tried running in windowed mode ?
  18. Try with this line for the texture path : terrain/types/alpine_cliff.dds
  19. Rada made it. afaik it helps the artist create xmls
  20. Well you always have to git push after git commit. If you can't connect to our servers I'll suggest you use frozen way software.
  21. This is really weird, I can play with the mod perfectly.
  22. PCs don't block modems. If you cant connect to the internet with your old PC, try using an ethernet cable.
  23. Ayakashi : That's weird, do you have Enrique's CC ?
×
×
  • Create New...