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Stan`

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

  1. That means you're losing connection. Could be your mac overheating
  2. This is not a proper comment. https://www.tutorialspoint.com/xml/xml_comments.htm
  3. I mean that your mod relies on translations that are inside the public mod. So if you change the four occurences of the string in that file (see the url for the path of that file) the game engine will no longer be able to match the strings and the translations. So it will default to english and whatever you put there.
  4. Unfortunately it is "hardcoded" here https://github.com/0ad/0ad/blob/aaf6271b47686a17b9b995b7cf83064e1234a02b/binaries/data/mods/public/gui/session/selection_panels.js#L1142 You can mod that file, but keep in mind it will break all the translations of your mod. As it is required to be translated. It could be expanded in the future. cc @Freagarach
  5. You can create another actor that uses the sword animation and props (props are the tools and weapons carried by the unit) See XML.Actor – Wildfire Games
  6. It's up to you guys I'm planning to release a RC soonish, I am waiting for one or two bugs to be fixed first. I'll advertise the RCs on the forums
  7. @Dunedan @user1 are the ones you should ask about this.
  8. While it is true that there are not many units looking like knights in the main game, there is actually a mod covering 500 A.D. - 1000 A.D. that might be of some interest to you. The mod is called Millenniumad Millennium A.D. mod - Mod DB The latest development version can be found at https://github.com/0ADMods/millenniumad
  9. Hey, See my answer in the other thread for the crash. Easy, you copy the XML file containing the stats in your mod, usually in simulation/templates/units and you change/overwrite the cost component e.g for all cavalry_swordmen template_unit_cavalry_melee_swordsman.xml in ps/trunk/binaries/data/mods/public/simulation/templates – Wildfire Games Change this part 15 <Cost> 16 <Resources> 17 <wood>40</wood> 18 <metal>10</metal> 19 </Resources> 20 </Cost> You can add stone and food too. template_unit_cavalry.xml in ps/trunk/binaries/data/mods/public/simulation/templates – Wildfire Games 21 <Cost> 22 <BuildTime>15</BuildTime> 23 <Resources> 24 <food>100</food> 25 </Resources> 26 </Cost> Change the BuildTime part This a bit trickier, but you can use the upgrade feature to change an entity to a different unit. See defense_tower.xml in ps/trunk/binaries/data/mods/public/simulation/templates/structures/han – Wildfire Games 14 <Upgrade> 15 <GreatArcheryTower> 16 <Entity>structures/{civ}/defense_tower_great</Entity> 17 <Tooltip>This tower has greater range, greater attack, greater health, and is twice as difficult to capture.</Tooltip> 18 <RequiredTechnology>phase_city</RequiredTechnology> 19 <Cost> 20 <stone>200</stone> 21 </Cost> 22 <Time>40</Time> 23 <Variant>upgrading</Variant> 24 </GreatArcheryTower> 25 </Upgrade> You can have multiple upgrades and the name is arbitrary. The upgrades will be exclusive. Pyrogenesis (The engine) has an experience system that works through promotion, from base to advanced to elite, and you could wait till the unit has reached elite experience to enable the upgrade _b units are base they promote to _a units are advanced they promote to _e units are elite
  10. Hey @LordStark Welcome to the forums. It seems you are hitting a little bug with AMD drivers and Vulkan detection. Fortunately there is a cure. It is likely because your laptop isn't using the correct GPU. See SwitchingToYourPCsDedicatedGPU – Wildfire Games. It is fixed in the development version. See also this thread: Callstack. > atioglxx.dll!5ef0788a() Unknown atioglxx.dll![Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll] Unknown atioglxx.dll!5e4ba822() Unknown atioglxx.dll!5e854f25() Unknown opengl32.dll!704bac54() Unknown pyrogenesis.exe!CRenderer::SetViewport(const SViewPort & vp) Line 1509 C++ pyrogenesis.exe!CVideoMode::UpdateRenderer(int w, int h) Line 455 C++ pyrogenesis.exe!CVideoMode::SetFullscreen(bool fullscreen) Line 417 C++ pyrogenesis.exe!psDisplayError(const wchar_t * __formal, unsigned int __formal) Line 366 C++
  11. I wonder if they could apply status effects to themselves, granting them an aura, or give a status effect to surrounding entities with a timer @wraitii @Freagarach not sure how hard that is, probably needs a new component to handle the cooldown.
  12. Hey @Vasilis Welcome to the forums. You can use the copy paste feature to that effect. Just place a few units select them, hit CTRL + C and then you'll be able to paste them.
  13. Some people have done for a while you need to pass an extra flag when updating workspaces.sh to make use of it
  14. Hey we try to write scripts to do those things, but sometimes we forget, you can also get in touch with us on IRC (Or me on Discord if you need help or assistance) Usually the breaking changes are here Alpha26 – Wildfire Games And the way to update is there PortA25ToA26 – Wildfire Games Get in touch I'd really like to have your campaign someday Also thorough testing and usage of triggers is definitely wanted. There is so much possible it would be a shame not to do it The tutorials could probably benefit from it as well.
  15. Hi(and welcome) As alre said, not really. Some videos might cover the basics but nothing extensive. Feel free to ask questions
  16. Hey, it's open source, so you can actually look at the stats yourself and suggest improvements Note sure what you mean by that.
  17. Feel free to make patches I remember Nescio fixing the dash stuff but maybe he used a longer dash for techs.
  18. Ideally we'd have some nifty way of opening trac tickets with those.
  19. Hello, My name is Stan` I'm the 0 A.D: Empires Ascendant project leader. We were recently made aware of the issue, and no one seems to have experienced it before. Does it do the same if you disable hyperthreading in the BIOS rather than with a kernel flag? We have a potential fix at: https://code.wildfiregames.com/D4669 As mentioned there an ideal fix might be to use the SDL instead, to do that stuff. And the discussion thread is here: https://wildfiregames.com/forum/topic/81402-from-debian-assertion-failure-if-hyperthreading-smt-is-supported-but-disabled/ Best regards, Stanislas DOLCINI
  20. For that particular model, yes. Debian doesn't for instance.
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