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Radagast.

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Everything posted by Radagast.

  1. That garrison animation anomaly? I have no idea so far and not heard any opinion of Sander yet. I also figured I should add Liu Beng + those bamboo gates and different lengths before the Assyrian faction. Both should not take more than a day to create but I'm busy with the addon today.
  2. I pick the 1) blender addon, this week beta production release. Only after that I can decide the pace we can achieve. 2) playtesting and fixing of Aristeia issues, 3) committing the Han China storehouse. 4) After those I will focus on capturing. 5) Han Chinese hero: Liu Beng's face. 6) Assyrian simulation templates using Zophim's design document. 7) Assyrian art rush using the blender addon of 1). 8) Han Chinese hero: Han Xin. Trigger maps somewhere inbetween. As the animation conflicts with Sander's great garrisoning visualisation. This post will be edited.
  3. While milking I realized that Alpha 17 release is not far away, mere 3 weeks to mid of August. As there are still features like conversion missing, we have to conlcude that it will not be a Beta . That triggered my recent mod info file update run as now we know the version number of the upcoming 0AD release: 0.0.17 . If it had been a Beta, then it'd been 0.1.0 instead. 3 weeks to go. omg. Radagast looks for the gas pedal ...
  4. Before we can update the Animal Training to SVN - creating a bundled Alpha 15 or at least Alpha 16 package of Mute Lovestone's significant work is obligatory. Here I bundled the Alpha 16 version. I will also create release tags in github for both Alpha 15 and Alpha 16. After that, the github repo will only contain a SVN compatible version and not several subfolders which are not directly useful as a mod (as the art/, simulation/, ... folders have to be in the highest level mod folder). train_animal_a16.zip
  5. Isn't Enrique's new blue roof quite close already? Those horizontal lines (the tiles) are not really too noticable. And probably the film simply simplified the roof and omitted those tiles. who knows. No need to change your roofs. At max another texture variant but no more.
  6. Thanks, that's useful. I thought the same at first but it's not as small as I expected. It's made use of the water resource in several techs (10+ or such). It's also added a sandpit for each civ I can't find anywhere else. But yes, it was highly unlikely that they changed the shaders.
  7. That's what I do. I just use diff. It's still not easy because even if the encoding changes, or if the mod changes or something, then the files are interpreted as different. And we talk about hundreds of files here. And also as I said before the changes might have been in the public/ files and not by Lion or Trinketos. I don't know which public 0ad revision they used when they copied the files. Nevertheless I somewhat am through it. I might not have found all redundancy but most of it. Comitted it too. Found a typo in the process.
  8. It's a bit hard to see how it really looks from this perspective. But the gif is cool.
  9. Did you plan anything with the public 0ad shaders? Because I removed them as I couldn't find any change. What about templates/mu/all_bear.xml and all_lioness.xml ? It's a bit difficult to tell for me what comes from where.
  10. @Lion + Trinketos: is there a reason why we copied the public/art/skeletons/. I couldn't find any difference and removed it from Ocelotlahteotl. The same for ocelotlahteotl/art/particles/.. Or did you do something with that? It's a bit difficult to figure out because there are some changes because 0AD/public evolved in the meantime. And it's hard to tell if now you or 0ad are responsible for the changes.
  11. I thought of it, but settled on defining yours as a dependency of Mute Lovestone's functionality mod. But now that you mention it, perhaps we should either split it more rigorously (i.e.move Mute Lovestone's eyecandy objects to our eyecandy_objects repo) or we could indeed simply add your objects to construct_eyecandy. The merge might be called eyecandy then but I still think separating functionality from eyecandy_objects is no bad idea?
  12. Tidied it up a bit and added a mod info file for it. In the meantime mute lovestone added heaps of eyecandy objects that can be constructed, e.g. bridges and fences.
  13. Man, how could I miss that? Could you edit the post and highlight all units / items in bold that have been created/modeled already? Or a color code. Because I think you know best which you modeled. I saw in the repository that you copied the water resource by MuteLovestone. That was not too good a decision but I'll try to remove it again. We can add a mod info file instead and the Mod launcher will recognize the dependency: water resource. (the problem with copying all the many water resource files is that now we have each file twice and updating them to 0AD changes gets more and more difficult) Am I right, that the sandpit is in Ocelotlazohteotl only and not in water resource?
  14. You forgot to mention that your last commit changed 200+ files. You doubled the amount of models alone over the last 2 weeks. Enrique's new texture is a parallax-sweet revision and i personally still can't believe how far evolved the Han Chinese civ now is, now that Enrique also created Ayakashi's temple or civil center. The storehouse still is no committed, tech-upgrades for all major buildings are missing too. I really see now that the blender addon for xml generation is highly necessary and should cover those tech upgrade json file creation too.
  15. Now I know how dwarves must feel next to giants. Those dragon statues ...
  16. @Ayakashi: no prob colleague, happy to know you back. Hope you survived the cut off of all supplies. All those ornaments look great. And your logo and Lion's work won't conflict. All these works still work for shield and armory textures. The preview looks great, but it's up to you to decide how much effort is missing and if it won't overstretch you, but I like it. @Stan: Great. Really, you are our man.
  17. Should be fixed in commit: https://github.com/0ADMods/han_china/commit/a95946478ca54d68317c048be775a96aba01a0d3 Thx to Lion and auron. Wrong reference of a non-existing cavalry archer which should have been cavalry crossbowman.
  18. Why can't you use Git Tortoise, trinketos? What's the error ? And on which operating system (Mac Ocelot, Windows 9, Linux Black Hat?)?
  19. Great, that's the info we need. To be honest currently the civilization separation is fuzzy (not only we, also historians in general are not the same opinion) and I'm grateful for support. Great, that's the info we need. To be honest currently the civilization separation is fuzzy (not only we, also historians in general are not the same opinion) and I'm grateful for support. But before I forget, this topic is all about one and the same civilization: The Mesoamerican . All the listed factions are only factions, subtypes or eras of the civilization.
  20. Wait I have to pull. I know there is a remaining issue with the waypoint flag. There might be some folders that Atlas is expecting, though I tested it with my Atlas and almost all buildings could be placed without error or warning.
  21. I will push the unification. I feel like we have to provide a patch that changes the same for 0AD too. I will create a branch for it. Or we wait until the seleucids are in. And until the balancing branch is merged.
  22. One more question: - Singular or Plural consistently? (I think the 0AD engine uses "binaries", "mods" instead of "mod", "textures" instead of "texture", "skins" instead of "skin" but then the Aristeia mod suddenly uses "weapon" instead of "weapons" in the textures/skins/ folder.) Singular is shorter but 0AD uses plural consistently as far as I see. No prob for not reading, we are short before having settled on something.
  23. I'm against structures/mechanical/ . Better no subfolders in subfolders. Also special/ folder will be dropped. Another inconsistency is that sometimes special/, sometimes other/ and at other times misc/ is used. All those special/, common/, other/ things will simply be put into the highest folder until there is a category (read: a subfolder where it fits into). It's unification but it's problematic here because what these gamplay folders in simulation/templates/ really mean is a bit fuzzy in my opinion. Is it meant for - static/ (currently called structures/) - mobile/ (currently called units/) ? Currently, the structures "siege constructions" are in units/ (mobile/) as it should be though they may be hybrid due to being un- /packable but still they are structures. It's a bit confusing. For the content organization we can use structures/ for machines/ too and thus I will drop the machines/ subfolder. Thanks for clarification. If we one day come to the conclusion that structural/ instead of structures/ is better suited, then it's no problem, we can still change it later.
  24. wraitii already improved some tooltips recently. I think it was showing how much more harvest can be expected if another gatherer was added to a farmfield or other resource. Do you have some info about how fields regrow in real world? I know there are formulas for animal reproduction, e.g. perfectly fitting our fish, but are there formulas for calculating the field's harvest over year and even years?
  25. Isn't a ship manned with siege units an artillery ship? Do we already have quinteremes for one of our civilizations? It might be as easy as changing garrisonable classes (those from <Identity></Identity> xml node in the templates) to the ship as: <GarrisonHolder><!-- Component --> <!-- Component's init data --> <List> Infantry Siege </List></GarrisonHolder>Not sure if it's fully correct but it should be somewhat. At this moment it doesn't have an effect if you garrison those but it might be doable analoguously to the GarrisonArrowMultiplier in the BuildingAI component. Therefore add this to the above XML: <!-- ... --><BuildingAI> <DefaultMeleeAttackValue>10</DefaultMeleeAttackValue> <GarrisonMeleeMultiplier>1</GarrisonMeleeMultiplier> <GarrisonMeleeClasses>Melee Ram</GarrisonMeleeClasses></BuildingAI>
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