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niektb

WFG Retired
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Everything posted by niektb

  1. The most likely cause is that the shortcut is pointing to a folder that does not exist (or is put at the wrong place). Edit: I think I got it: It is most likely that you put the quotes in the target at the wrong place, make sure that you do not mix up double quotation markes (") with two single quotation marks (' '), or try to remove the completely. I discovered that even if the modfolder isn't there or is targeted wrongly the game still starts. The problem is that it can't find pyrogenesis.exe.
  2. Millennium A.D. can be found @github: https://github.com/0ADCoM/millenniumad But I have the result files from the tutorial too (shame on me for not having added those to the tutorial topic ): http://www.wildfiregames.com/forum/index.php?app=core&module=attach&section=attach&attach_id=7532 But I can't see "testfolder" in your screenshot, where did you put it? Can you give us a full overview of the properties of your shortcut (it seems to be shortcut-related)? Mine reads this: Target: C:\CODE\binaries\system\pyrogenesis.exe -mod=testmod Start in: C:\CODE\binaries\system
  3. Lion, could you translate my answer? You need to replace "testmod" with the name of your modfolder, unless testmod is already the name of it. In the last case I need more info.
  4. Will, in fact there is a wood texture being painted but only in a small radius around a tree and I don't know how to increase that radius.
  5. When reported the spammer gets an invisible block. Invisible so they can access their accounts and create tickets, but those tickets aren't saved.
  6. How about a invisible block? => spammers are still able to create tickets, but the tickets never show up and get lost immediately.
  7. What an honor. Alas, I feel it is not game-ready yet. I could use some advice on the visuals especially texture choice.
  8. Don't worry, Emerson, that change was announced on fool's day. It was just a joke. (Me wouldn't like the change too if it was for real)
  9. I seem to encounter 2 more last errors (except conversion which I haven't tested yet, no idea how to do so) ERROR: JavaScript error: simulation/components/Attack.js line 399 ReferenceError: ApplyTechModificationsToEntity is not defined Attack.prototype.GetRange@simulation/components/Attack.js:399 BuildingAI.prototype.SetupRangeQuery@simulation/components/BuildingAI.js:106 BuildingAI.prototype.OnOwnershipChanged@simulation/components/BuildingAI.js:40ERROR: Script message handler OnOwnershipChanged failedThe Attack.js file needs to be updated, like the way Sanderd17 said to let changes in the main game have less effect on the mods. And something related to formations: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/Box.xml"ERROR: Failed to load entity template 'Box'ERROR: JavaScript error: simulation/helpers/Commands.js line 1365 TypeError: template is undefined GetFormationRequirements@simulation/helpers/Commands.js:1365 CanMoveEntsIntoFormation@simulation/helpers/Commands.js:1377 GuiInterface.prototype.CanMoveEntsIntoFormation@simulation/components/GuiInterface.js:860 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2020That is likely due to the cause that the formations are moved to a subfolder "simulation/templates/formations/[formation].xml".
  10. So actually just swap red and white.
  11. "Various accounts of the times record many battles between armies carrying the Celtic British Red Dragon Banner (now the Welsh Dragon) and the White Dragon Flag of the Saxons, Angles and Jutes (the English Dragon). The White Dragon was, and still is, the emblem of Wessex, the territory of the West Saxons and the English King, Alfred the Great." http://whitedragonflagofengland.com (Just the homepage)
  12. Indeed nice, except that th red dragon represents the Welshmen and not the Anglo-Saxons) in English history.
  13. No, it was about the local origin (of the mesh) that had to be set in the middle of the grip. Anyway, I somehow made it.
  14. Possible, but I have to look into that (Never changed origins of meshes)
  15. Oh, I hadn't noticed that it was 1024x1024, but let's move to get it gameable then. It needs to be one sword, with the origin of the mesh being exactly in the center of the grip, that is the place where the hand is attached too. The Z-axis (in blender) needs to point upwards. That's all.
  16. Okay, I started fixing some stuff. The first problem I encountered was that the Egyptians do not have a blacksmith, while the game expects it to have. Edit: as a temporary (unless there won't be blacksmiths ever) workaround I'll remove the Egyptian Blacksmith from the buildable building
  17. I didn't want to create a separate topic for it but I have a question. When you have a script in your mod that is a modified version from an existing one in public. Now what happens in the game when when the file in public in changed? As in will those additional lines added/ removed in public have influence in your custom script?
  18. But they do have one that differs in color (brown, blond and black etc. variants) Secondly Stan states that he wanted to practice texturing and he isn't benefited by creating only mediocre quality textures. @Stan: The hilt has been improved definitely. Keep it this way!. About the blade: the rust has a bit too much impact on the normal, and it looks as though it is bloody (maybe a nice, bloody variant?) Lastly from some point of views the groove looks like a ridge (thanks to those lines, I think you should make those lines running across the blade darker in the specular map (so they don't stand out). We'll have to see in game if in the specular the bright parts aren't too bright. Only the final bits to go, Stan, good work so far! After the final version, I'll try to create some color variants (with for example silver instead of gold etc.)
  19. While testing the testudo formation (at standground stance) I encountered a number of serious errors: ERROR: Error in timer on entity 2795, IID 80, function TimerHandler: TypeError: this.memberPositions[entity] is undefined Formation.prototype.GetFormationAnimation@simulation/components/Formation.js:212 UnitFsmSpec.INDIVIDUAL.IDLE.enter@simulation/components/UnitAI.js:1380 FSM.prototype.SwitchToNextState@simulation/helpers/FSM.js:376 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:284 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3429 UnitFsmSpec.INDIVIDUAL.CHEERING.Timer@simulation/components/UnitAI.js:2874 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:3718 Timer.prototype.OnUpdate@simulation/components/Timer.js:93ERROR: Error in timer on entity 2796, IID 80, function TimerHandler: TypeError: this.memberPositions[entity] is undefined Formation.prototype.GetFormationAnimation@simulation/components/Formation.js:212 UnitFsmSpec.INDIVIDUAL.IDLE.enter@simulation/components/UnitAI.js:1380 FSM.prototype.SwitchToNextState@simulation/helpers/FSM.js:376 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:284 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3429 UnitFsmSpec.INDIVIDUAL.CHEERING.Timer@simulation/components/UnitAI.js:2874 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:3718 Timer.prototype.OnUpdate@simulation/components/Timer.js:93ERROR: Error in timer on entity 2797, IID 80, function TimerHandler: TypeError: this.memberPositions[entity] is undefined Formation.prototype.GetFormationAnimation@simulation/components/Formation.js:212 UnitFsmSpec.INDIVIDUAL.IDLE.enter@simulation/components/UnitAI.js:1380 FSM.prototype.SwitchToNextState@simulation/helpers/FSM.js:376 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:284 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3429 UnitFsmSpec.INDIVIDUAL.CHEERING.Timer@simulation/components/UnitAI.js:2874 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:3718 Timer.prototype.OnUpdate@simulation/components/Timer.js:93ERROR: Error in timer on entity 2798, IID 80, function TimerHandler: TypeError: this.memberPositions[entity] is undefined Formation.prototype.GetFormationAnimation@simulation/components/Formation.js:212 UnitFsmSpec.INDIVIDUAL.IDLE.enter@simulation/components/UnitAI.js:1380 FSM.prototype.SwitchToNextState@simulation/helpers/FSM.js:376 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:284 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3429 UnitFsmSpec.INDIVIDUAL.CHEERING.Timer@simulation/components/UnitAI.js:2874 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:3718 Timer.prototype.OnUpdate@simulation/components/Timer.js:93
  20. Haha, the testudo looks a bit silly with the extraordinarius. Footage with silly animation and testudo fight (behavior is set at standground). The testudo gets beaten by a massive army of skirmishers. I think you should disable the victory animation while in testudo. And discovered a massive amount of bugs on the fly. (uploading right now) Edit: movie attached!
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