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Everything posted by Radagast.
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Thank you for the contribution. Some thoughts: - Did you use CC-BY-SA or compatible (equal or less restrictive) licensed images for the texture? - I'd prefer a black background for the icon. You can add a glow effect in GIMP if you think the fence's posts' base will disappear in the darkness. Personal taste: - Please avoid abbreviations. It requires us to derefence the abbreviation first. Then the next abbreviation, then the next, ... and so on. I don't like this looking-up-the-abbreviation-used-in-the-description-of-the-abbreviation game the world plays as devoting time is the most precious gifts. - block_4 is a not so descriptive name? rod_fence.dae ? As the texture determines if it's wood or metal or any other material.
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Why do we force the structures into this size pattern? What do we win if we change the historical size? If the Chinese built bigger temples, then it should be mirrored as it also is resembled that the Iberian had a bigger lighthouse or that the Romans designed other statues than the Greek. What does it add to gameplay to have all civs look so similar?
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Great, I like the idea to derive the champion limit the dynamically from the current population count. It would make defining the limits hard-coded obsolete. Not sure about walking speed, but couldn't we define it like in real world? e.g. Arabs might have swifter horses ... cavalry without any accessories is basically x times quicker than infantry and the like. Charging/Running: horse: <50 miles / h human: <30 miles / h (Bolt) Walking: horse: 3..4 miles / h (3.7 mi/h => 6 km/h) human: 3.1 miles / h 5 km / h I would love a malus + bonus depending on the terrain texutre and slope. Having it depend on accessories' weight too would only add epicness. http://wiki.answers.com/Q/What_is_the_average_speed_of_a_horse_when_walking http://www.howfastcan.com/a-horse-run/
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It should all be fixed by now. Btw. that redundant African head was strange. Now that we removed ours we consistently use the 0ad one. There was no difference, they were full copies.
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Clouds and other particles do not render since Alpha 16
Radagast. replied to wowgetoffyourcellphone's topic in Bug reports
Oh, and I thought that be the desired behaviour to only show the clouds when above a certain height. :/ -
I think a simple link to the github changelog would be easier to maintain and it'd be always up to date. Aristeia by now is fixed and playable. Though it may be worth noting that the conversion functionality is reworked towards capturing and thus the converting priests may throw errors. Also warning might be very frequent as warnings are used to log what happens (and I use it alot). https://github.com/0ADMods/aristeia/commits/master
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USB modem means it'll be hard to find drivers for newer than Win XP windows versions. Depending on the modem but mostly this is ancient tech. A LAN modem doesn't need a driver at all as the driver is at another place. When does this happen? When you try to clone the Oceotlahteotl repository which takes some time because of all the files? Or does this happen all the time? I would recommend trying to clone the repository to your local machine during the night. When you are in the internet at the same time git tries to clone something over a slow connection, then it's almost predefined that something will fail. Also switch off the energy saving option to go into hibernation or suspend mode. It will stop the CPU (processor) and thus all downloads will fail. So will the repository clone which also has to download plenty things. Once you have cloned the repo, the situation will improve as there is less to download as generally only changes will be downloaded. -- How do you know that your USB modem port is blocked? It shouldn't be blocked as it is no serial connection, e.g. no COM port might get reused by other programs in which case you had to reserve that port but meh, you don't have to do that! In any case deactivated the firewall -> Control center -> System & Security or something similar -> Firewall -> turn it off no matter what Windows tells you. You can turn it on later after ruling out that the Firewall is the issue. -- That the connections resets is a hint for a slow connection which means you'll need some luck, e.g. that very few people of your country are in the internet and that you only clone the repo and don't do anything else as every website will cost you bandwidth that git clone might need to finish in time before the connection is reset again.
- 18 replies
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- mesoamerica
- art wishlist
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That garrison flag {civ} solution is working but only for our Bronze Age civs as we can't adapt the public 0ad civs to our simplified + consistent content subfolder structure. This + the varian name="{civ}" issue which will have to be tackled in the C++ code will remain until we maintain 0ad_extended which I will shift to next winter as I'll have much more time in winter and also weather is not that distracting from programming. @Stan: Oh indeed, thanks for fixing what I forgot to adapt. Should not have gone the manual way this time. The parent template is easy to forget.
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The upper have is fixed by Stan who fixed the horse and plenty of not listed other errors. I fixed some minor things afterwards too and made the converting priest consistent with the other units (but no promotion yet for priests until the conversion functionality is settled). Oh, indeed, I almost had forgotten about that. Have to create the icons. I will look into that garrison flag {civ} issue too. Stan mentioned in a commit message that it doesn't work yet.
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Sorry, you mean reading all objects from art/meshes/ into a list in blender and then allow you to choose one of those objects as prop and import its COLLADA file to ease reusing of objects? True, the empties should be named "prop-objectname" or "prop_objectname".
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The bottom half should be fixed by now. The upper half (javelin props + horse related errors) I must have used wrong filepaths by accident. Let's see how long it takes to fix it.
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What it exports For each object and group instance* it tries to export: meshes/<optional_chosen_subfolder>/mesh.daetextures/skins/<optional_chosen_subfolder>/texture_assigned_to_blender_mesh.png|jpg|...[textures/skins/<optional_chosen_subfolder>/ao/texture_derived_from_mesh_UV_map_ao.png|jpg|...] if possibleactors/<optional_chosen_subfolder>/object_name.xmlGroup instance * group instance in blender is the unofficial assembly equivalent for engineers using blender. I often use it to exchange all bolts at once, e.g. exchange M3 bolt with M4 bolt. Example For the 0AD exporter we need group instances for a special convenience: e.g. create a wooden structure out of individual planks, which may be linked, use modifiers or other features (but not being a group instance itself for now)group those planks, call the group e.g. "wooden_tower".Now instead of having to apply all modifiers manually and join all used objects to one mesh, add a group instance of this group to the scene. (Group instances will be automatically joined prior to export to 0AD.)Select this group instance and all the other objects that shall be exported, optionally props too. Props are identified by a parent-child relationship and you dont have to add an empty for it (the addon will add this empty automatically when exporting the main mesh).No need to care for XML creation All the steps the addon automatically performed will be undone as the last step the addon performs, such that you don't realize anything and can immediately change things, e.g. move a propped (read: parented) object and reexport. (without having to deal with empties at all. Also you don't have to move the prop-object to the center of the scene, because the addon handles it) I still need some time to properly debug it . Caveats Also note that it's crucial that you select all main things you want to export if you want to export several objects at once, e.g. a storehouse and a market. If you don't parent the prop-objects to the main object, then you won't get any props assigned in the main object's resulting actor.xml. If you don't assign a texture, then you won't get a texture. Variants are not supported yet and I need at least the week end to release it. It's all a bit hectic recently.
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no errors for me with the wfg.0ad in linux ppa repository (dev version from July 12th). now testing without ppa, i.e. the real 0ad Alpha16 release for linux. Might be that this prob is only for Windows. I recommend switching to Linux. Win8 is Win7 glued with a new broken additional and redundant buggy touch-interface anyways. It's another sad event to sell Win8 which is no different than Win7 under the hood and looks like a Alpha release, lol. Can't we break Microsoft monopoly? If you want to stay on Windows or depend on it in some way, e.g. because of machine programs that only work on Win, then I'd need the proper error messages and even then I'm not sure I can help, probably only Philip or other Windows release packagers might be able to help. Edit: Tested with 0AD A16 release for Linux too now and no errors so far.
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Thanks. Blender 0AD Export Addon made progress but still has to be debugged and things are missing. Have also fixed the Aristeia issues with th exception of:
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Looks like A16 is stricter with missing portraits/ icons then? Only these structs & units use icons: simulation/templates/gaia/flora_chin_bamboo.xml: <Icon>gaia/flora_tree_apple.png</Icon>simulation/templates/structures/chin_palisade_long.xml: <Icon>gaia/special_palisade.png</Icon>simulation/templates/units/chin_support_trader.xml: <Icon>units/hele_support_trader.png</Icon>simulation/templates/units/chin_infantry_crossbowman_b.xml: <Icon>units/chin_infantry_archer.png</Icon>simulation/templates/units/chin_support_healer_b.xml: <Icon>units/hele_support_healer.png</Icon>simulation/templates/units/chin_infantry_archer_b.xml: <Icon>units/chin_infantry_archer.png</Icon>simulation/templates/units/chin_infantry_swordsman_e.xml: <Icon>units/chin_infantry_swordsman.png</Icon>simulation/templates/units/chin_cavalry_archer_b.xml: <Icon>units/sele_cavalry_archer.png</Icon>simulation/templates/units/chin_infantry_spearman_e.xml: <Icon>units/chin_infantry_spearman.png</Icon>simulation/templates/units/chin_cavalry_crossbowman_b.xml: <Icon>units/sele_cavalry_archer.png</Icon>simulation/templates/units/chin_cavalry_swordsman_a.xml: <Icon>units/chin_cavalry_swordsman.png</Icon>simulation/templates/units/chin_infantry_archer_e.xml: <Icon>units/chin_infantry_archer.png</Icon>simulation/templates/units/chin_cavalry_swordsman_e.xml: <Icon>units/chin_cavalry_swordsman.png</Icon>simulation/templates/units/chin_ship_fishing.xml: <Icon>units/chin_ship_fishing.png</Icon>simulation/templates/units/chin_infantry_spearman_b.xml: <Icon>units/chin_infantry_spearman.png</Icon>simulation/templates/units/chin_ship_bireme.xml: <Icon>units/chin_ship_bireme.png</Icon>simulation/templates/units/chin_support_female_citizen.xml: <Icon>units/chin_support_female_citizen.png</Icon>simulation/templates/units/chin_cavalry_spearman_b.xml: <Icon>units/chin_cavalry_spearman.png</Icon>simulation/templates/units/chin_infantry_archer_a.xml: <Icon>units/chin_infantry_archer.png</Icon>simulation/templates/units/chin_infantry_crossbowman_e.xml: <Icon>units/chin_infantry_archer.png</Icon>simulation/templates/units/chin_ship_fire.xml: <Icon>units/chin_ship_fire.png</Icon>simulation/templates/units/chin_mechanical_siege_shoushe.xml: <Icon>units/chin_mechanical_siege_shoushe.png</Icon>simulation/templates/units/chin_infantry_crossbowman_a.xml: <Icon>units/chin_infantry_archer.png</Icon>simulation/templates/units/chin_ship_trireme.xml: <Icon>units/chin_ship_trireme.png</Icon>simulation/templates/units/chin_ship_tower.xml: <Icon>units/chin_ship_tower.png</Icon>simulation/templates/units/chin_cavalry_swordsman_b.xml: <Icon>units/chin_cavalry_swordsman.png</Icon>simulation/templates/units/chin_infantry_swordsman_b.xml: <Icon>units/chin_infantry_swordsman.png</Icon>simulation/templates/units/chin_ship_merchant.xml: <Icon>units/chin_ship_merchant.png</Icon>
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You mean e.g. the university firewall blocks it? - If you have control over the firewall then you can explicitely whitelist (allow) git tortoise. Or you mean there are issues in the router or modem, port is locked/busy or something like a protocol issue. - You could try freeing the port then in the router config or use the alternate git link then, i.e. using https protocol instead of ssh (which I believe git clients like tortoise try to use by default): git@github.com:0ADMods/ocelotlazohteotl.git Btw, you can cache your pw if you don't want to store it in the config but also don't want to reenter it on each commit. git config --global credential.helper cache @us: We also should git push after each commit to be sure to avoid those merge commits.
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- mesoamerica
- art wishlist
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You mean a tech that garrisons a catapult in a ship? Techs can only modify things from the template and I'm not aware of a node in the garrison part of the template that is called "<default_garrison>" or something. If we added that to the schema, then it might work. But this ship default garrisoning and population cap should be kept in synch. That means the boat's population cost has to be derived from the default garrison tag.
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great. Obelix will be thankful.
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Also don't use all the .xmb files. We don't it, they only exist in the bundled/packaged version, i.e. Alpha releases. btw. You can always start changing things locally without pulling changes of other people but git pull before git commit is really required or everyone of us always has to check out a lot of more things than necessary and the history is screwed up.. It happened to me too. It's easy to forget to first pull before committing but we should not (including me). Also use "git status" to see if the files you want to commit are really added to the planned commit! This happens for example when you rename a file: then it is no longer staged to be committed. You have to add it back first.
- 14 replies
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- Ocelotlazohteotl
- Design
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Thanks for the report of the missing traning / buildables. It might well be that we have buildings by now that have no builder unit. The rest seems to work for me with SVN. Did you use the SVN head revision or A16 ? Made a ultra quick playtest.
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Win XP is no prob. Open Windows Update Center and install SP3 (Service Pack 3), then Git Tortoise works. That support is gone for Win XP is no prob. Win XP will only become safer by people no longer using it because then it no longer makes sense to write viruses for it. If there is an error message when installing Git Tortoise, post back and we will get you through.
- 18 replies
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- mesoamerica
- art wishlist
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The addon had another positive effect. I have a better understanding of how the winter summer variants could work. Of course the props will be reusable, i.e. I will center the prop objects (those objects parented to another object, yes, it works recursivley). Prop points will be automatically inserted. AO texture export automation is still TODO. Is it ok if I use the ao_parallax_spec material as default? We can still edit the exported actor XML later but I wish to automate as much as possible. I'm still at work (currently had to look for a modem and wait for the printer to finish and thus had some time to check the forums) but will be back at 16 or 17 o'clock and will continue to work on it. I will probably first work on the Chinese Hero + Gates or walls then. Because those are the quickest tasks and starting with the quickest solutions might be no bad idea? Don't we have guidance for the vikings in terms of all those viking re-enactment websites that have been linked throughout the forum? Or do you mean concepts?
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I wonder if the Base variant group in the Actor XML has to be the first. In my understanding yes, but perhaps someone has more info? The engine picks a variant from each group, which means it picks all the default values of the base variant group. Then later this can be overridden. Or is group order arbritrary?
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@Stan: I meant to automate it. I mean the Storehouse is a bunch of hundreds of objects I all have to treat and what I do is automating all that treatment like resolving group instances, applying modifiers, eventually applying scale for UV or is this no good idea?, joining the objects, analyzing object parent-child hierarchy to generate all the actor xml and .dae automatically of both props (the child objects) and the main object (the highest level parent within the blender object selection). e.g. for a Helmet: - actors/helmet.xml - meshes/helmet.dae - textures/skins/ao/helmet_ao.png|jpg and its props: (those objects that are parented to the helmet object in blender are recognized by the addon a prop) - actors/helmet_feather.xml - meshes/helmet_feather.dae - textures/skins/ao/helmet_feather_ao..jpg ... Do you get the scope of the addon? That's why I need to keep back that storehouse. Its complexity motivates me to create that addon because I don't want to create all those files myself manually. That's why I couldn't commit the storehouse yet. Or do you think it's not possible to automate the AO texture creation because there are manual processes involved? To switch ambient occlusion setting in blender on via script and to trigger a render and then export the rendered image should be possible in blender. @Druide Gaulois: ok, we can. Historical accuracy is nice.
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Can anyone give quick advice on AO texture creation. Which steps are required in blender, I want to automate it as I thikn there is no manual UV island moving necessary? I've no experience with AO maps and I don't know how RAM instense those are. What other missing things you think we will be able to add? We have already tidied up almost all of our mods over the last weeks. Lion has created new UIs, logos, civ emblems and all. I think if you focus on Medieval Vikings to finish them off, might that be possible or what do you wish or plan to work on as our master?