Jump to content

Radagast.

Community Members
  • Posts

    1.450
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Radagast.

  1. Inside is useful if you wish to use 'local' variables.e.g. function MyClass() { //private: var local_counter = 0; //only this way you can use the private variable above: this.countUp = new Function() { ++local_counter; }}The prototype.<funcion> will be inherited by all derivatives (i.e. subclasses and their instances).So far what I know.
  2. You are right. That's terrific too. Just save your complete disk. That's brilliant, I love minimalism. (in technical matters) Know yaourt? The pacman package maanger high level wrapper for Archlinux? I have to dig into pacman for the Mod Manager I guess. Though first I have to understand enet better (as we use this library already).
  3. I thinks it's even in the pipeline already. Stan and me we talked about it. Though I'm currently still busy with rendering. Only 2 Cores and 4GB for rendering and VIM work and plenty of firefox tabs as well as git upload is way too much for my poor machine. I've lost three hours waiting today I guess. Awesome work, Shieldwolf. Would love to sail with these ships. One day we might well do this. Lastly I read about this ancient egyptian reconstructed ship - 3500 years old. Wow. And it managed to survive the sea. We should construct one in real life some time ...
  4. Incredible. Did I introduce the failure? I still wonder why community reaction to the PetraAI is so small. It's so awesome, with siege structures used... and nothing from the community. Crazy. Feels like my small circle of 80 fellows in middleearth ventures were even more active. Nono, just kidding. The community is great! So many good ideas!! Just like blenderartists!! I'm happy I've joined. And I seriously hope I will not do harm to 0AD with my enthusiasm. Perhaps I should row back a bit.
  5. I like your naval ideas. Yet here I have to raise the concern that this should not end in high artist work. Rather for each ship the same props should be used as far as possible. Which are available or not could be set in the civ's configuration files. Also the props should have a time tag .. so that technologies will evolve over time (a little bit different for each civilisation, depending on tech researchs, overall state of the faction, ... military success and reforms and investment into research (so with the current technologies I would like to steer the direction, e.g. research this to increase more research efforts, or that to increase military strength or similar.). For what I have in mind, the quality of the result and the build-time required will be determined by the decision tree/experience of the unit (which I'm working on). This implies that you have a problem if you lose your older and experienced skilled units in war. The having units really construct ships in a dock is a good idea. The art deparment might one time think about it. Ideas are always welcome. Naval battles are still a bit underdeveloped. We need to think of all odds and ends.
  6. I remember you telling me, that it's not possible to place eye-candy objects. But you're right, this was because of the pathfinder's resolution of 4x4. Which we are about to tackle with the new one. Sorry for the confusion I must create. You have to excuse that I still don't fully understand all bits of the engine. And as many people say: That's not possible. This is not. Your ideas are impossible. Are you crazy? Come back to reality. Is it a wonder then that I think a lot about the 'not possible'? If you ask people, everything seems to be impossible (and I dislike this a lot). So the first thing I say to be safe is: it's impossible. Then I'm only waiting for you to tell me it's possible. And glad I wander about to be more motivated. Motivation is the key, it's always been. It will not change in the near future. Thanks for the strengthening words.
  7. How could I forget that? Of course, that's baking. Is it required to make the animation work ingame? I've tried to prop a animation (consisting of an armature only -- with a root, and three moving bones for the juggler's balls). And it failed ... ha, mismatch in the endtag. Ah help, now the ball prop's dae is not loading ... ok, got just lost in the path maze, it was /props/ball.dae instead of meshes/props/units/ball.dae. Why this inconsistency? In animation and actors we also have <type>/props/units/ball.xml and ... oha, it's even biped for the animation? Must be because animations can be applied to bipeds but not to quadrupeds? Can't biped animations be assigned to elephants too? How do they do it in IceAge then? .. theoretically it should work if we have the same bone count? Excuse my noob questions. And take your time. You are have hardly time for art projects anymore just because of our questions. *Radagast will stop asking and just use trial and error ... Edit: ERROR: art/animation/biped/merry-go-round_vertical.dae: Didn't find any objects in the sceneERROR: art/animation/biped/merry-go-round_vertical.dae: Couldn't find object to convertERROR: Could not load animation 'art/animation/biped/merry-go-round_vertical.dae'ERROR: CSkeletonAnimManager::GetAnimation(art/animation/biped/merry-go-round_vertical.dae): Failed loading, marked file as badOkay, I will insert a dummy object to the armature.
  8. Please not, I'm already rendering. it takes years ... many millions of rays need to choose their favorite colour.
  9. Oh yes, I remember one of the 3DMax<->Blender tests, where all my props were floating around. So happy you fixed the biped template. It's so useful. Without it I'd had no chance to create the juggler. @Stan: Yet another 3D model. Good work, comrad. Can you upload the final blend. Or commit it into the share repository yourself. The destination folder should be (if you don't mind) share/3D/ where we put in our development files and all CC0 blenderartist's works. Our collection just like the one released by Philip (who created the folder) Michael (who sorted and uploaded for years) and the art department as a whole. Then later, once we create all the xml- and json-files for the viking sword, we can sort it into the correct 1000AD mod-timeframe folders. Or we let this handle the Mod Manager. If the mod manager could sort the files itself, we were freed from 0AD's folder maze. To automatically recognize if it's a prop or not might be a challenge though.
  10. Can't the bake be freed? Perhaps via Free all bakes? Not sure myself, sometimes this is buggy.
  11. Wow, did you see the foot work in the attack animation? Holy grail. Strannik must be a hidden agent from Blizzard or 20th century fox. Thanks for the tutorial Enrique. This makes things so much easier.
  12. Stan, I will use the sword you created lately. As it shall be promotion for us, it then should contain content of us too. The background could be your rotary mill. I will include it. Or Lion, do you want to use a 0AD screenshot as background image?
  13. Note that checkout works always the same way: You look for the Download URL. Then change the directory to where you want the mod* and start the checkout: git clone <download-url>or use your GUI. * This is where we want our mods: 0ad/binaries/data/mods/ <-- note that this way we can always test the most recent version out of the box after checkout! quite handy. It's no problem to have a Git repository within another one (0AD sources). Especially for artists and testers which concentrate on their mod and never commit C++ or JavaScript or art work to the main repository develop. We can change it add. This should be done as late as possible. In the last change before you release your final mod-pack/total conversion. Edit: Cool. Double-posts are merged automatically ...
  14. There are plenty of images in the links. The problem is, there are many operating systems. The real hurdle just is Git: Install. It should integrate into your filesystem. So if you right click on a folder, there are options to commit your files and such. Follow this for Windows. With GUI. So please install it. No problem if our councillors don't like the command line. Yet please install that GUI then. We need Git or we will die from Chaos.I currently collect all our artwork in the share repository.Also I created branches for the engine features that are WIP. (only relevant for C++ developers and testers)Then checkout our fork from Github (using the GUI following tutorials from the http://msysgit.github.io site or use command line as I showed above). This is the URL you have to enter in the checkout dialog: https://github.com/0ADCoM/0ad You can find this URL here: Now checkout our MOD reposiories one by one. Directly into 0ad/binaries/data/mods/ .That's it. Now you can right click on your folder if you changed something. Then you can send (commit) your changes to the GitHub so that everyone can see it and everybody has the most recent version of all files. That's it for the modding setup. Pretty easy, no? Ask if it does not work. Or better simply make a Screenshot with the error message and post it. And I will see what I can do. This basic setup every modder of us simply must have. It makes no sense otherwise.
  15. Lion, I'm struggling with the scene for you. Will you add background yourself. How big (image size) do you want it?
  16. thanks for the mockup. Hm.. I think I'd prefer to have to listen on click/touch event only. So it will be a list with many rows, including preview image. If you click it, you activate it. If you click on a collection, the whole mod-collection(mod-pack, e.g. aristeia is activated and downloaded if it not exists yet in the mods folder). Still this is a bit tricky and I'm struggling to orient myself in the engine. So it will need some time to get accustomed to it. (especially as my debugger is still non-functional and my symbols jump me to functions with crazy signatures.) But don't worry. With our feature list this will be a long-time project anyway. And winter, our big friend, is still up to come.
  17. Good idea for the trap system. Once we have caves. we can have thos holes in the ground too and make units disappear. In the meantime we could solve it using triggers, making units disappear completely if walking over that spot. Nice maps. We really need a map collection. The ModManager would be perfect for this, in the meantime we can collect it in a repository. The banner is also nice. Did 0AD win this prize? Not even heard of it.
  18. You are right, it could be done via height map modifications on runtime. We hought of this too. Also as it's usefull to allow units on walls. There are no restrictions as it's Open source. The question is where the JavaScript layer restrictions are. And that's quite a complification. I think easiest is the tree model as a building. You could place trees then too. I always wonder why the engine is so strict and not simply allows to place any object - then at the end on the javascript side restricts which a faction is allowed to place, i.e. do the restrictions. It could be because of the huge amount of entities. Though I'm still not familiar enough with the engine to answer those questions.
  19. Neutral buildings is the easier. Though it will have to be scripted. Just look for where the conditions/restrictions are that prevent you acting on neutral and enemy buildings. The trees are difficult. The Council of Modders tries to deal with it. Though there is no promise about when we will have bent our mind around it. (it's a quite huge project and the C++ API has to be adapted if JavaScript limits the possibilites). As a trick you could prop the units to the tree. Best would be a script/generic way that exchanges the props. The council is researching this too. Once triggers are in, we could trigger a unit that stands below a tree to be beamed up into the tree. It's questionable if it should be safe though. Being able to attack and destroy props is one of the important features we dream of . (it would allow partial damage and crumbling walls, too). If the tree would play its attack animation, then the unit (that was propped into the tree) would shoot arrows too. The question remains if there would be damage. Also a big problem is where to put things. It's probably impossible to answer without really knowing the engine better, i.e. by heart. Time is your friend here.
  20. Indeed. That line: "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}],contains an 'XPath', a path into the XML. This is how you access XML nodes (here: leaves). There is a patch for Actor change on tech research in trunk here. Though I guess the team would need more help from our community to get things done.
  21. Thx. There is also Channel -> Extrapolation -> Make cyclic (F-curve). Yours is what I did, still as the balls rotate with different speed it's hard to have them all at the same location at the end without jumping around. Though I've now made it, at least for the beginning thism might suffice.
  22. Definitely (it's also beautiful). If only the world were not that bad and all those Cultures 2 magic and art now were not lost. :/ (as it's not open source) So we have no alternative to reinventing the wheel. If the world would join efforts a bit more, then we could finally for all times make awesome things happen continuously. I would also prop the buildings. So just have a base model (best without roof for our prop demolition system) with plenty of prop points. Defining obstructionless parts is not yet possible but it is on our list. This all fits nicely with our prop demolition system we've planned. Modulariy is our friend. If we can't buildings built-up of stones and planks, then we at least have parts. (base, middle, upper, more?) The upper may have prop-points for a chimney (on tech research) or an astrolabium tower. In case of the ship as the Civic Center we could research a better sail. Ultimately the ship should work like siege machines (pack<->unpack, nomadic system). In general this should work for all objects. I hope the engine does not distinguish so much between props and other 3D models.
  23. Have made the animation almost seemless. Balls have player colour. Unfortunately still get the same error if I want to have a look at the merry-go-round prop (it's an armature only, no mesh, only armature + prop points parented to bones). Here are the corresponding files: 0ad/binaries/data/mods/public/art$ find . -name '*juggl*' -o -name '*ball.*' -o -name '*merry-go-*'./skeletons/merry-go-round.xml./animation/biped/merry-go-round_vertical.dae./animation/biped/juggler.dae #<-- working./meshes/props/ball.dae./actors/props/units/ball.xml./actors/props/units/merry-go-round.xml #<-- gives error./actors/units/global/juggler.xml <skeletons> <standard_skeleton title="merry-go-round skeleton" id="merry-go-round"> <bone name="root"> <bone name="ball1"></bone> <bone name="ball2"></bone> <bone name="ball3"></bone> </bone> </standard_skeleton> <skeleton title="merry-go-round skeleton" target="merry-go-round"> <identifier> <root>merry-go-round</root> </identifier> <bone name="root"><target>root</target> <bone name="ball1"></bone><target>ball1</target> <bone name="ball2"></bone><target>ball2</target> <bone name="ball3"></bone><target>ball3</target> </bone> </skeleton></skeletons>merry-go-round.xml: <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>props/units/ball.dae</mesh> <!--<decal width="4" depth="4" angle="0" offsetx="0" offsetz="0"/>--> <textures><texture file="props/cape_black.png" name="baseTex"/></textures> <animations> <animation file="biped/merry-go-round_vertical.dae" name="Idle" speed="120"/> </animation> <props> <prop file="props/units/ball.xml" attachpoint="ball1" /> <prop file="props/units/ball.xml" attachpoint="ball2" /> <prop file="props/units/ball.xml" attachpoint="ball3" /> </props> </variant> </group> <material>player_trans.xml</material></actor>It's important we find out how to add animations as a prop. We need it for the crumbling walls.
  24. The most important step for all our councillors is to install git. It's very easy (just an .exe on Windows, the package manager helps on Linux and Mac).get known how to use it (either GUI client or command line). --> WINDOWS GUI GUIDE - DETAILED WITH IMAGES.Download 0AD GitHub repository in any folder you desire. I recommend CoM/ or com/ (Council of Modders) as we have a share/ repository that doesn't go into the 0AD mods/ folder, too (because it's no mod).Download all our mod-packs (aristeia, millenium, generic) into the 0AD mods/ folder. (it's readonly anyway! your files will not be overwritten on 0AD repository update as 0AD has no other mods/ folder than mods/public/.)If councillors fail in this step, ask for help! Otherwise (without this for all councillors synchronised setup) we have a giant mess (and a timekiller) at hand. HowTo (*nix systems) & Reasons: Note: If you wish to work on the C++ engine, SVN is recommended, but if you want to stick to git checkout the CoM Github 0AD fork. Then create a branch for the feature you wish to work on. (create a branch for each separate feature. Keep it as independent as possible. Branch a branch if you have a feature that builds upon another feature.) Warning: Either make sure the mods/ e.g. mods/aristeia, mods/millenium, .. are excluded and are not going to be committed or check out the 0AD fork trunk a second time to be able to work on the engine and a mod at the same time (without the need to switch). cd $HOME #Change into your home directory or where you want to put the files.Start git client to download 0AD trunk repository. OR directly via command line on Linux: (creates a directory 0ad) git clone https://github.com/0ad/0ad.git Download the mod in the same manner (via client or command line:) mkdir 0ad/binaries/data/mods/aristeia -i && git clone https://github.com/0ADCoM/Aristeia.git 0ad/binaries/data/mods/aristeiaDownload it directly into 0ad/binaries/data/mods/aristeia ! Make sure this directory exists or let the Client create it (or create it like I show in the above command if you are on Linux. This way you can easily update the mod from the repository and can directly run 0AD without having to copy or move files. Also you can directly modify the files in there without having to copy things over and over. If you created a branch, you can commit you changes regularly for the case something goes wrong or breaks (so that you can go back). Now start the mod like Niek showed for windows. Here for Linux: ~/0ad/binaries/system/pyrogenesis -map=aristeia In the example, the -mod=<modfolder> would become -mod=aristeia.This is how to start the Atlas Editor directly: ~/0ad/binaries/system/pyrogenesis -editor To visualise our goal: (from nvie.com) Note: master is our fork's always clean base (which we offer to 0AD to pull changes from, alternatively they can pull feature branches individually).develop is where we merge all our ready feature branches. This is the one that is recommended for modders to check out separately. In this clean copy we can test our mods. (so engine developers have two local repositories)The difference between master and develop for us is: master is for 0AD's benefit and for us to have an individual release for testing the overall program. Moving repositories on your local machine: You have to worry about nothing, as long as the hidden .git is included in the dir it's all fine. Just move the folders whereever you want. Then choose a new location in the complaining GUI.
  25. Or for each of it? Rather than removing I would prefer fixing. Anyone knows what the core problem is. To leave it is cool, because otherwise I never knew it existed. Ah yes, if it's useful of course. For what do you need it, Stan? Is it a random variation generator? I like the visual layering. It should only be a filter for certain objects/effects just before rendering. At least that's the most dynamic and easiest way I can imagine currently.
×
×
  • Create New...