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Radagast.

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Everything posted by Radagast.

  1. *You'll lose all local changes.* Happens to me too. Sounds quite similar^^
  2. I like the scenery and the roads with its nice herbs around its sides. If we imagine walking this road with the Hybrid AI in first view, how would it look? Thx for sharing.
  3. Thx, comrad. The first one is a feature. (which we will not have too early, but so that I not forget about it we have this error, a bit crazy I know, perhaps I better remove it) The second one is new to me. Also a submit button is missing. Without this button noone can save the changes. Have to test the loading/saving now. Will load our eastern friends mod.
  4. I saw the dependencies tab (and all the others). So that really is a good tool for those who don' want to use a text editor to create a Mod-Info-File. You are a bit ahead of our time as we don't yet have the Mod Downloader but it's never bad to start early. And in the meantime the output can be used as README. And the Civ-Generator and Mod Editor is never bad if our Researchers & others are used to GUIs and local programs. Looking forward to the new giant toolkit. Never expected something like this to come to life. Also we should try to include your Water mod in our Mod-Packs/Projects. Let's see where we can use it.
  5. The data rows now are kept up to date. So that we have neither losses nor a messed up sorting when we add new data rows. Btw. Note that usually when we add a new data row (xml element + value) then we do this for all civilisations. So that we don't have to do this for each separately. This way we automatically know where values are missing. Best we highlight empty rows with red backround. Have to investigate.
  6. Follow this after opening your file in blender: SHIFT+A Select Mesh -> Add Circle. T (Toolshelf) scroll down in the left toolshelf we just opened with T. There you can set the amount of vertices/edges, radius, ... Yet another nice tip. Thx Lord. Trinketos, just type SPACEBAR backface culling Usually this is blender's silverbullet. A silverbullet in a silverbullet, literally spoken.
  7. Awesome link, comrad. We have something like that for Celtic tribes close to us, very close just next our meadows 2km away. Really interesting. They always threaten to eat our holiday kids .. such kind of rough people, huh? Instead they finally baked old bread for us ontop the fire .. I think we have a lot of awesome features to add here. I wish I had more talent and I would try to push our viking civ forward. I really like this Age, actually I will add knights to this our mod. I will try to make armour a prop. Might be difficult but should work .. then our prop demolition system could make knights' armour splash away when crashing with another knight. Also what we definitely need is a kind of knights' tournament. Always wanted to add this in the web when I still had active middleearth fellowship. but well. I wish they arrive here in 0AD soon. Now that internationlisation is in chances are high that 0AD spreads. We need to get our modding structure settled soon. we need our tools finished. Have to work all night.
  8. Thank you. I love building walls in any territory too. Also I would even let it being constructed everywhere, even in mountains. Instead of forbidding it, we could make it taking waaay longer to construct. Just like in real world, we could even have some difficulties if we want to construct a castle on a hilltop. Once resources have to be transported, this automatically takes more time to construct. The foundation phase could also be longer ... In muddy regions we could make houses disappear randomly (and slowly, so that you have enough time to gather enough horses to tie to the building, to keep it from sinking). We could ask FeXoR for vulcanism. I'm pretty sure he would come with some formulas for the distribution of those on Random maps. (ah btw. perhaps my imagination bolted) Unfortuantely life is like a round robin, when you just start getting comfortable with the system, your time is suddenly out. Time on the other hand is highly preemptive - whenever you plan something, just another task pops up and is assigned to your attention.
  9. You're really funny man. It's nice to have some status messages. Me personally I try to delete mine once they've been read, but well .. your's are funnier. Several new features for the Civilisation Editor: Option to apply changes on all occurrences in the whole database. <-- That's powerful, but also very dangerous if it goes wrong. Option to modify equal values through out the currently filtered data rows.<-- That's quite useful as this way you can 1) filter the rows you wish to change. e.g. all occurrences of mesh_and_animation.v1.dae to mesh_and_animation.v2.dae within a certain civilisation..It's almost finished, I hope for a breakthrough tonight. <-- today did not work, new attempt tomorrrow
  10. Thanks dvangennip. Awesome patch. Now we have to create a component for it then? Which different transformations could we have? Are there others than entity Actor changes on button click (or javascript function call somewhere by the AI)Unit conversion?I know Sanderd17 has luckily fixed the Actor changes on tech research for Alpha 16 ... perhaps he has already created another component ?
  11. First post updated with an Overview of the current state: Split logically into: Future Mod Distribution Info for Modders.Mod Downloader Outline.Local Mod Configurator (all credit to leper, sanderd17 & Itms <-- pls don't be angry if I forgot anyone, just tell me). => It seems the Mod Manager project is splittable into Mod Configuration and Mod Downloader
  12. Oh, you're too quick for me. Not yet committed. And I should be more careful with committing unfinished works. Btw. is it useful? It's a real mess. (but I'm working on improving it, then I'll commit it, is that okay?) If I shared it now then like with Mod Manager mock-up people will wonder what I was doing. @agentx: Oh, didn't know. Must reconsider then. Perhaps we should even go without I/O and just pop-up a text field with the generated XML/JSON content?
  13. Now in the IRC leper & sanderd17 opted for the allow-mod-selection-only-once per game start solution. And this will be before we load additonal mods. and probably after loading the public mod. As we need the GUI files. If you want to change your active mods, just restart the game. An alternative solution came in: So that I don't forget this. leper really has come up with something ingenious, holy blue planet. I can hardly grasp it. http://irclogs.wildfiregames.com/2014-04-28-QuakeNet-%230ad-dev.log
  14. Itms, that's good news. I already liked your patch which free the way for the Mod Manager. It has not to be separated. I'd rather like using libcurl and building it directly into 0AD. Actually I already created the GUI ingame draft and added a 'Modifications & Extensions' button to the main menu. But the GUI is quite volatile currently. With libcurl we had cross-platform download and upload capability, though I think we already have that - yet I have not yet fully grasped NetFileTransferer. Probably we even have NetIO. But you are right, we need to adapt the mod-folder loading. It should be repeatable. Currently the mod folders can only be joined once. But if we want to have it ingame (and not as preprocessor) then it would be best to merge/overload mods on-the-fly -- whenever the user chooses SAVE within the Mod Manger. Thus: Open /Change GUI page to Mod Manager,There a list of all Mods is loaded by downloading the Mod-Info-File list(s) (multiple if we want to give the user the chance to decide whether he wants to download Mod-Info-Files of official, community or unchecked mods.).The user takes a selection. We listen to it via the onTick event.We check the dependencies (which are noted in the Mod-Info-File we just downloaded on entering the Mod Manager GUI page or trigger manually via separate onTick events) and activate/select those dependencies too.User clicks SAVE button.We now download each mod one by one now.The downloaded mods now have to be merged/overriding the already existing/earlier downloaded mods (e.g. mods/public/). <-- we need to somehow figure a loading order but probably we have to load the mods by alphabet as it is currently So far my research. Of course we could just like Sanderd discussed with us modders earlier allow the selection of mods only once per game start. Then we have to hook this "Manager" functionality not into a separate Main Menu GUI page but somehow inbetween the loading process. Then we also should add a config option to deactivate the pop-up of the Which-Mods-Do-You-Wish-To-Select-Screen on every game start. Your recent patch for splashscreen is what we could reuse here in anycase.
  15. uhhh. there is a bug because of caching in tablesorter: Whenever we add data rows and then change the sorting/grouping (grouping via doubleclick) then we lose all the new data rows. Actually rather a frustration generator for researchers than a help!! :/ Have to fix it in the jquery ... will do.
  16. Yes that is what I meant with the yellow +. thx. The good news is I just succeeded in fixing it. You can test it, it should copy the data row with content now. Your hint that the file couldn't be read has given us a boost. I have to activate the console's NetLog from now on. Thx for the reports. We're moving forward. Next I have to fix the civilisation update. It's already three quarters done but it's complicated.
  17. Now I have to import the blanko or filled template civilsation. I need to extract all files that belong to civilisation somehow. we could also use the complete mod folder but for testing and for research that's not feasible. Because some values need programmers and artists to specify them ... the researchers could of course simply skip those. I dont know what would be best though. Also note that there is a JavaScript problem if you want to add a new data row (via the yellow button).
  18. thx man thx thx .. I had already fixed this error for the pager (page-switching) ... but me fool didn't realise it could be equal. How much time have I wasted on that. I'm so sad. thx again.
  19. Thanks for reporting. That's the problem indeed, must have happened while uploading the file.
  20. Yeah that's puzzling me for days now. Edit: The tablesorter just doesn't work because there is no data, or only inhomogen data rows. I have to work one more night on it to get it all running. Ah dude, indeed that could be the reason. I noticed the permissions are screwed before. But never thought it was an internal problem too.
  21. That's pretty unfair if I'm honest. Why not create an optional game mode with a victory condition like "Capture all standards.","Destroy all of this kind of buildings." <-- most dynamic, should be combinable via chaining e.g.buildingTypesToBeDestroyedForVictory="CivicCenter Fortress""Capture all heroes.""Conquer this part of the map." (Polygon coordinates?)"Build 1000 ships and wipe off all enemy forces from your island.""Produce 3 heroes." ..."Don't lose this tower for x hours.""Protect the queen until she reached the safe harbour."...
  22. yeah, it's buried deep. Still have to find the issue and need you help Agentx. I recall the stacktrace: main.cpp#Line207 static int ProgressiveLoad() Status ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);...ps/Game.cpp#L186 CGame::LoadInitialState() bool ok = m_Simulation2->DeserializeState(stream);simulation2/Simulation2.cpp#Line788 CSimulation2::DeserializeState(std::istream& stream) bool CSimulation2::DeserializeState(std::istream& stream){ // TODO: need to make sure the required SYSTEM_ENTITY components get constructed return m->m_ComponentManager.DeserializeState(stream);} simulation2/system/ComponentManagerSerialization.cpp#Line309 // Deserialize, with the appropriate template for this componentif (entTemplate) component->Deserialize(entTemplate->GetChild(ctname.c_str()), deserializer);else component->Deserialize(noParam, deserializer);simulation2/components/CCmpAIManager.cpp#Line825 virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize){ Init(paramNode); ForceLoadEntityTemplates(); m_Worker.Deserialize(deserialize.GetStream()); m_JustDeserialized = true;}simulation2/components/CCmpAIManager.cpp#Line604void Deserialize(std::istream& stream) begin reading from here ^ Line 645 is where all AI commands are reloaded: uint32_t numCommands;deserializer.NumberU32_Unbounded("num commands", numCommands);m_Players.back()->m_Commands.reserve(numCommands);for (size_t j = 0; j < numCommands; ++j){ CScriptVal val; deserializer.ScriptVal("command", val); m_Players.back()->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(val.get()));}Thus each component is deserialised, every tech reloaded, ... now we have to found why it doesn't continue.Could you read until Line 681. That's what happens. There is nothing more that happens. But I think it's already quite a lot .. and cool.
  23. Okay, you are right. It's fair enough to have more victory conditions. Yet if a last-stand mode could be retained, I would welcome it. Thanks for clarifying, hhyloc. (and I didn't want to say people should not play multiplayer, just that the I wish to beat as many as quick as possible to have better ranking is not the first priority. But the discussed additional victory conditions are nice to have indeed.)
  24. I don't like the 1 or 5 minute limit. My most epic 0AD battle was a last stand against an awesome amount of enemy forces. I had only 50 women left. And a market place as well as a tavern for recruiting mercenaries. It was pure epicness, build a wall to stop the enemy. Have the women repair the decaying buildings and try to rebuild houses to be able to recruit men which can construct buildings that give territory (which women not really can in 0AD.) The last part is unique. (in early Settlers all units were doomed and had to die ... pretty unrealistic) I remember 800 000 Chinese soldiers being defeated by an army of 200 000. If one believes victory is certain, doom will follow. To have different modi would indeed be fine. Sounds like realism to me. It's just the real thing. In this case we could offer you the choice to sign off with a remi. (or you wipe out the enemy) 0AD is not about ranking and multiplayer points in the first place I always thought it was about realism & epicness [pitching high cultures against each other in their peak].
  25. This lag could be negligible. Still we could add it to Atlas. Though this is no longer live edit to see ingame how the Descriptions read, ... I/O while ingame could also be a problem . But if it is a 1-Player test map only, then it could work without lag. *Update* now we get closer. still some crazy javascript bugs to fix though.
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