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Posts posted by Skhorn

  1. 1 hour ago, mimesot said:

    Indeed, thanks for the suggestion! I would like to ask you further, if there is any comprehensive list of the XML-tags. I opened quite a lot XMLs yesterday but i didn't stuble across the one, which wowgetoffyourcellphone came up with ... like pulling a rabbit out of a hat.

    Check it https://svn.wildfiregames.com/entity-docs/0.0.22.html

    1 hour ago, mimesot said:

    It is always good to be reminded of possible pitfalls. Is there an elegant way to do so? As the root folder of 0 a.d. appears not to have a fixed relative path regarding the maps folder I cannot simply create a self-extractinng zip. How does the game remain consistent among different players? By just adding files, not modifying existing ones, does this alter the game in a way it becomes impossible to start multiplayer games? I would have to place a big warning sign on my map then. 

    The best examples can be see here https://github.com/0ADMods 

    Mostly you need the mod.json and a certain directory structure

    The game remains consistent among different players by all having the same set of files, it wouldn't be possible to play a multiplayer game if you had modified a map and the rest hasn't. If your intention is to share the map, you gotta share the map + the files you edited. You can zip it, ofc, but still the files needs a structure like this one:

    Just try that the directory tree you make, be the same within the game paths


    Hope it helps

  2. 30 minutes ago, mimesot said:

    Is there a way to remove the health but keep the option to capture it?

    And in case I want an object, which is impossible to capture: Is there a Way to remove the capture points bar?

    I leave that question to somebody else that knows that @elexis or @stanislas69, i think it's possible but i don't know how or feel free to modify the templates and see if it works.

    Beware, that if you want to share your map, you gotta share those files too. This might help you https://trac.wildfiregames.com/wiki/Modding_Guide

  3. You would have to create a copy for that entity and set in it's properties health and armour to 0, like this:

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_structure_defense_wall_long">
        <Square width="38.5" depth="9.0"/>

    But i don't know if this has changed in the time, but feel free to try it

    For the second question, kinda hacky way to overcome that, would be making that terrain impassable with the terrain tools, check in atlas for an option to show the passable terrain and modify it with the terrain tools, bad thing is it won't be flat anymore

  4. Gorgeous. And as @Sundiata and others mentioned, the trouble might be bottlenecks. 

    My only advice is: 
    More immersion, means more details which means more objects = LAG = not suitable to play it.

    Less immersion but still gorgeous: Play with the placement of objects and textures as @wackyserious did, google locations or travel to a farm or mountains and see how they look like and try to print that perception in your map. (Sounds stupid, but it's mostly how i try to make maps).

    For more references check this:

    And this megathread which contains a lot of screenshots 

    Both links might be useful if you want more ideas of what you can accomplish

    Keep going! :) 

    • Like 1
  5. I assume they started asking simple questions:


    - How do i load a 2d image into ( python or Assembler if you prefer :P , just a programming language example) and make it move?
    - How do i do to make this "entity" to walk into a given point, based on obstacles and best path?
    - How do i improve this "images" i'm loading with animations?
    - How do i send this data to another user so it can reflect whats happening in both pc's?
    - How do i make a gui to place objects?

    Start by asking simple questions, as @Loki1950 said, there won't be too much documentation about how to write an engine neither a: Write an engine for dummies books, but for sure you will be able to find papers/tutorials/docs searching for the simple questions.

    It's quite like a snowball, but each will lead you to the engine

  6. 1 hour ago, Alexandermb said:

    This is not like December used to be in Venezuela, all you can see in the people is sadness and anger, my own brother went to Colombia because of the little hope we have for the next year. The worst is yet to come, and i couldn't describe what the families of the fallen in April will be today.

    Offtopic: Las elecciones son el otro año y como pinta la cosa con tantos casos de corrupcion destapados, la cosa se esta yendo mas para el carajo.  But we still have """""""""""hope"""""""""""

    • Like 1
  7. Hi all, 

    This is my first tutorial, for this test case, i will use Antioch references, like this one 



    First at all,

    Lets create a heightmap, but that's out of the scope so we will use the one i did messing with the image above



    2. Smooth & flat the land as you wish, the idea it's that the water height creates the area of the water that is surrounding the little island. But when you flat the land, pay attention to the island, it has to be flat enough.
    3. The faction used on this map, is the Seleucids, so start placing some buildings around the island, mostly fitting the image as reference. Of course, the island will be walled, so don't forget the walls, plus paint some roads so you can guide the shape of the city



    4. Finish it! Add some details! and Voila!!






    Hope you guys like my tutorial! Thanks for watching

    • Like 5
  8. An exception raised when i was increasing the water height


    CCmpPathfinder.cpp(474): Assertion failed: "m_DirtinessInformation.dirtinessGrid.compare_sizes(m_Grid)"
    Assertion failed: "m_DirtinessInformation.dirtinessGrid.compare_sizes(m_Grid)"
    Location: CCmpPathfinder.cpp:474 (UpdateGrid)

    Call stack:

    (0x5571375b3afe) binaries/system/pyrogenesis(+0x5f5afe) [0x5571375b3afe]
    (0x55713755abc9) binaries/system/pyrogenesis(+0x59cbc9) [0x55713755abc9]
    (0x55713755cae2) binaries/system/pyrogenesis(+0x59eae2) [0x55713755cae2]
    (0x5571370eabdf) binaries/system/pyrogenesis(+0x12cbdf) [0x5571370eabdf]
    (0x55713708e3e7) binaries/system/pyrogenesis(+0xd03e7) [0x55713708e3e7]
    (0x5571371564c8) binaries/system/pyrogenesis(+0x1984c8) [0x5571371564c8]
    (0x55713749d835) binaries/system/pyrogenesis(+0x4df835) [0x55713749d835]
    (0x55713749f520) binaries/system/pyrogenesis(+0x4e1520) [0x55713749f520]
    (0x557137497a8b) binaries/system/pyrogenesis(+0x4d9a8b) [0x557137497a8b]
    (0x55713747a927) binaries/system/pyrogenesis(+0x4bc927) [0x55713747a927]
    (0x7f97fe901494) /lib/x86_64-linux-gnu/libpthread.so.0(+0x7494) [0x7f97fe901494]
    (0x7f97fe643aff) /lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f97fe643aff]

    errno = 0 (No error reported here)
    OS error = ?

    Steps to reproduce:

    1. Import heightmap, this one



    2. Increase Water height


    Logs crashlog.txt interestinglog.html mainlog.html system_info.txt 

    No mods, Compiled from source using svn today, OS Debian 9

  9. 22 minutes ago, rjhwinner03 said:

    Sir, you are a lifesaver, I will do my best to like every comment you post from now on! Can I become part of the developing team?

    It's nice that you show interest, but as every other mortal has to, you should start with this:



    • Thanks 2
  10. 1 hour ago, Alexandermb said:

    If its possibly i like to see how enrique's made horses animations i want to improve the ones i got and deliver something enrique's would do, specialy death animations.

    Look at the whole thread and see what else enrique did

  11. 28 minutes ago, stanislas69 said:

    I will next time :) Most of the props in this building had missing faces, so they couldn't be separated from the building itself. I think you have plenty of barrels already :P

    lol, but this:

    Even the tall wall and the little one could be included, the little one could be a new variation of the stone fence, its somehow wierd to make a map for non hellenic factions and put those hellenic stone fences, it does not fit. 

    • Like 1
  12. @LordGood you know what would be cool? If you could upload new props as separate files, just for some map makers (Not me, i never never never use props, never, but just for some people that might be interested in putting their hands on them, to decorate and give detail and a little bit of immersion into their maps).  Although the same goes to @stanislas69

    Btw, have you thought on making statues for each faction? I mean, diversification on the existing ones and bringing new ones to the faction that does not have any.

    • Like 1
    • Haha 1
  13. Hi,

    As i'm nearly finishing the map of the Acropolis of Athens, i would like to receive any feedback or suggestions regarding historical facts. So please if you are willing to help me, pointing me where i did a mistake by including or not, an historical building, let me know. The depicting period is the classical.

    Some references: 



    Starting with the @wowgetoffyourcellphone suggestion, but waiting to know which building i have to remove, as it confused me. lol


    Top image is Roman times. Bottom image is classical times. 


    Currently your agora includes Roman era structures like the big performance hall built by Agrippa that was plopped right in the middle. 

    Of course, the official presentation of the map will have its proper introduction with some historical background, i will do my best at it. 

    Here it goes





    • Like 9
  14. 25 minutes ago, wowgetoffyourcellphone said:

    Top image is Roman times. Bottom image is classical times. 


    Currently your agora includes Roman era structures like the big performance hall built by Agrippa that was plopped right in the middle. 

    Could you point me which one please?




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