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Everything posted by niektb
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Thanks I now can do what I want. @Lion.Kanzen: Could you give me a copy of the Aristeia source code? Oh, and perhaps should we write the texts for recruitments: As it is now we need the following: - Researchers - 3D artists both animators and modelers - programmers (gameplay, RMS, template modding) - Scenario designers? - Playtesters / balancers (in case of balancers some template modding) (Could be done by other occupants) - Art designers for UI and wallpapers? Think I got the most jobs listed above. We might want to open a few separate topics for the following: The Council =>FAQ + Recruiting + General Announcements or so.
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Okay, now since I'm trying to use the other texture mechanics I need to know how to select existing parts of the map by height and paint them with a class. Paint with a class isn't too difficult. That just the following line: paintClass([Classname]); That little piece of code should be in a createArea call, with itself features a placer and a painter. In that painter the paintClass piece should be added. But how do I select a height (For example all waterareas (= all places with height < waterheight). Secondly I'm wondering whether there is a way to select tiles by slope rather than by height.
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your latest patch crashes the game without warning.
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Romulus, could you give us access to the repo's? I can't do even a single commit. (That's why there is a pull request currently)
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C:\Users\JohnDoe\AppData\Roaming\0ad\config At that place you should create a local.cfg in which you paste the prefered lines. Mine reads this: waterfoam = truewatercoastalwaves = truewatershadows = trueshowsky = true;;;;; EXPERIMENTAL ;;;;;; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.preferglsl = true; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true.gentangents = true; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own riskgpuskinning = false; Use smooth LOS interpolation; REQUIRES preferglsl=true.smoothlos = false; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath.postproc = truematerialmgr.quality = 10.0
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Where? I currently have this: https://github.com/CouncilofModders Five members, what is your github account, Stan?
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And a few researchers do no harm.
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Still the wrong date. 3/8 should be 2/16
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Thanks, I fixed it. Had too much quotes at the defining of terrainBase.
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I was able to narrow the problem down to these lines of code: // Place base texturevar placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z);var painter = [new LayeredPainter([terrainBaseBorder, terrainBase, terrainBaseCenter], [baseRadius/4, baseRadius/4]), paintClass(clPlayer)];createArea(placer, painter);Any thoughts on this?
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I tried to strip off the texturing part of RealisticTerrainDemo and replacing it with the texturing part of Deep Forest. However I encountered this error: ERROR: JavaScript error: uncaught exception: createSimpleTerrain expects string as input, received 0 The strange part is that I do not even call that function. It goes wrong at this piece of code: var ByHeight = [];ByHeight.push({"height": heightRange.min + 1/3 * (waterHeightAdjusted - heightRange.min)});ByHeight.push({"height": heightRange.min + 2/3 * (waterHeightAdjusted - heightRange.min)});ByHeight.push({"height": heightRange.min + 3/3 * (waterHeightAdjusted - heightRange.min)});ByHeight.push({"height": waterHeightAdjusted + 1/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 2/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 3/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 4/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 5/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 6/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 7/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 8/9 * (heightRange.max - waterHeightAdjusted)});ByHeight.push({"height": waterHeightAdjusted + 9/9 * (heightRange.max - waterHeightAdjusted)});//placing basesfor (var i=0; i < numPlayers; i++){ playerAngle[i] = (playerAngleStart + i*playerAngleAddAvrg + randFloat(0, playerAngleMaxOff))%(2*PI); var x = round(mapCenterX + randFloat(minPlayerRadius, maxPlayerRadius)*cos(playerAngle[i])); var z = round(mapCenterZ + randFloat(minPlayerRadius, maxPlayerRadius)*sin(playerAngle[i])); playerStartLocX[i] = x; playerStartLocZ[i] = z; // Place starting entities myReliefmap = rectangularSmooth(x, z, 25, 25, 1, myReliefmap, (ByHeight[4].height + ByHeight[5].height) / 2); placeCivDefaultEntities(x, z, i+1, BUILDING_ANGlE, {"iberWall": false}); // Place base texture var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z); var painter = [new LayeredPainter([terrainBaseBorder, terrainBase, terrainBaseCenter], [baseRadius/4, baseRadius/4]), paintClass(clPlayer)]; createArea(placer, painter); // Place starting resources var distToSL = 10; var resStartAngle = playerAngle[i] + PI; var resAddAngle = 2*PI / startingResources.length; for (var rIndex = 0; rIndex < startingResources.length; rIndex++) { var angleOff = randFloat(-resAddAngle/2, resAddAngle/2); var placeX = x + distToSL*cos(resStartAngle + rIndex*resAddAngle + angleOff); var placeZ = z + distToSL*sin(resStartAngle + rIndex*resAddAngle + angleOff); placeObject(placeX, placeZ, startingResources[rIndex], 0, randFloat(0, 2*PI)); addToClass(round(placeX), round(placeZ), clBaseResource); }}
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No description of the wearer? (eg. Programmer, Designer, etc.) Oh, and the date isn't 16/02/14 @Romulus, something is wrong in your signature.
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It thought of the following map: Schwarzwald This is a map with a rich valley in the middle filled with a lot of resources. Players start on the hills near the edge of the map. This is a map with a high forest density (Like AOEII's Black Forest map) The only thing I need to know is how to bias the realistic terrain generator to create a valley. Furthermore do I want to know how you made sure that the levels are playable. I noticed BTW that a lot of other RM-scripts use a heightbased texture painting too without looking very tiled. I'll try and see if it works for me.
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It might be an idea indeed for a game mode. (Fight the Barbarians/Pirates or so) In this mode there are/is a (few) raider settlement(s) who are controlled by the AI. They mainly raid and get resources for it to expand. If you are too weak, so the enemy will become stronger and wipe you out. Therefore it is needed to protect your citizens and your base. By strengthening yourself, your enemy will be weakened because of the died soldiers and no resources to create new. Finally it will be relatively easy to destroy the enemy base and win the game. Of course there are tons of other gameplay features that could be added to make this game mode even more interesting (like trade routes to defend etc.)
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There is no supply work yet, only some code in the engine to get a message when the entity's territory has changed. I got a bit of headache on really implementing the supply itself (I know some kind of a way to implement it, but don't know how to really start, had a few stucked trials and paused work for a while ) I'm now trying some Random Map Scripting. See if I can create some fun maps!
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Found 2 more implicit casts at line 312 (in the latest WIP patch) float weight = clamp(depthweight + sampleblur, 0, 1);Should be: float weight = clamp(depthweight + sampleblur, 0.0, 1.0);Furthermore at line 302 it breaks at calling a non-function: vec3 samplecoloradd = color(samplecoord,blur)*mix(1.0,float(i)/float(rings),bias);Not sure how to fix this error.
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No, for me the first time it happened was already long ago and it's only the first time start. Pressing exit at the error log and restarting fixes the error.
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Yeah, just like the AOEIII's bank building (only available to the dutch civ)
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Could be okay, I only wonder what function it would have in the game. (And even if it won't be added to the main game, we could look to add it in one of the COM projects)
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I noticed that the HQDOF shader is not working correctly: ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(69) : warning C7583: Initialization of uniform variables requires #version 120 or later 0(122) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(225) : warning C7011: implicit cast from "int" to "float" 0(231) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(275) : warning C7011: implicit cast from "int" to "float" 0(276) : warning C7011: implicit cast from "int" to "float" 0(278) : warning C7011: implicit cast from "int" to "float" 0(279) : warning C7011: implicit cast from "int" to "float" 0(291) : warning C7011: implicit cast fr...I'm running the latest NVidia drivers on both a GeForce 610M and a GTS450. (Windows 8 and Windows XP in sequence) Does someone have any thoughts on this? Adding #version 120 to the file gives another bunch of errors.
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Is there any progress on this? (I guess it needs an update to the latest RMGEN functions?) I like to see to get such functionality in-game. For example put in a heightmap and this script takes care of texturing, resources and all. Or that this script takes care of the evelation and that you (as designer) take care of the rest etc., etc. Edit : Maybe a useful paper on generating realistic terrain: http://oddlabs.com/download/terrain_generation.pdf
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Same error here, happens at both my PC's, running SVN version. Happens with the game too, not only Atlas.
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@Hephaeistion Basically I did nothing more than putting ideas on paper, since I couldn't get any simple stuff working. So no blame to you!
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Start with sending me a wireframe render to see whether there are vertices who could be removed because they do not add very much detail.