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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Neh Meh, at 100 seconds I get this similar error: ERROR: Script message handler OnOwnershipChanged failed ERROR: Script message handler OnOwnershipChanged failed ERROR: Script message handler OnOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Error in timer on entity 1304, IID97, function TimerHandler: TypeError: token.split is not a function ProductionQueue.prototype.CalculateEntitiesMap/this.entitiesMap<@simulation/components/ProductionQueue.js:142:1 ProductionQueue.prototype.CalculateEntitiesMap@simulation/components/ProductionQueue.js:135:21 ProductionQueue.prototype.OnOwnershipChanged@simulation/components/ProductionQueue.js:624:3 Foundation.prototype.Build@simulation/components/Foundation.js:417:3 Builder.prototype.PerformBuilding@simulation/components/Builder.js:78:3 UnitAI.prototype.UnitFsmSpec.INDIVIDUAL.REPAIR.REPAIRING.Timer@simulation/components/UnitAI.js:2883:6 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:265:12 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:4110:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:4
  2. This one still gives that error { "genericName": "Socrates", "description": "Socrates.", "icon": "athen_hero_socrates_card.png", "tooltip": "Select Socrates to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_miltiades_infantry -units/athen_hero_themistocles -units/athen_hero_pericles -units/athen_hero_iphicrates", "affects": "CivilCentre" } ] }
  3. Oddly, altering the tech like this removed the error code. { "genericName": "Iphicrates", "description": "Iphicrates.", "icon": "athen_hero_iphicrates_card.png", "tooltip": "Select Iphicrates to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_miltiades_infantry -units/athen_hero_themistocles -units/athen_hero_pericles", "affects": "CivilCentre" }, { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_socrates", "affects": "Stoa" } ] }
  4. { "genericName": "Iphicrates", "description": "Iphicrates.", "icon": "athen_hero_iphicrates_card.png", "tooltip": "Select Iphicrates to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_miltiades_infantry -units/athen_hero_themistocles -units/athen_hero_pericles" } ], "affects": ["CivilCentre"] } Here she is.
  5. Thanks. It works to remove the other heroes as desired. However, I get this error: ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnGlobalValueModification failed ERROR: JavaScript error: simulation/components/ProductionQueue.js line 142 TypeError: token.split is not a function ProductionQueue.prototype.CalculateEntitiesMap/this.entitiesMap<@simulation/components/ProductionQueue.js:142:1 ProductionQueue.prototype.CalculateEntitiesMap@simulation/components/ProductionQueue.js:135:21 ProductionQueue.prototype.OnValueModification@simulation/components/ProductionQueue.js:940:2 ModifiersManager.prototype.SendPlayerModifierMessages@simulation/components/ModifiersManager.js:74:2 ModifiersManager.prototype.ModifiersChanged@simulation/components/ModifiersManager.js:60:4 ModifiersManager.prototype.Init/this.modifiersStorage._OnItemModified@simulation/components/ModifiersManager.js:23:65 MultiKeyMap.prototype.AddItem@simulation/helpers/MultiKeyMap.js:49:2 MultiKeyMap.prototype.AddItems@simulation/helpers/MultiKeyMap.js:62:14 ModifiersManager.prototype.AddModifiers@simulation/components/ModifiersManager.js:265:9 TechnologyManager.prototype.ResearchTechnology@simulation/components/TechnologyManager.js:228:1 g_Commands["civ-choice"]@simulation/helpers/CommandsCivChoice.js:4:2 ProcessCommand@simulation/helpers/Commands.js:47:3 ERROR: Failed to call ProcessCommand() global script function
  6. Assets. I propose that we curate the current list of biome assets, such as trees, animals and rocks, and fill in any gaps where necessary. Each biome should have: 3-5 tree species 3 or more bushes 1 berry bush object A set of eye candy rocks A set of eye candy flora 2 Stone Mines 2 Metal Mines 2 or more dangerous animals 3 or more cosmetic animals 3 or more huntable animals (not including fish) etcetera Biomes can obviously share many of the same assets (Oak Trees or Date Palms for example will be used in multiple biomes). But a new spreadsheet must be created and agreed upon to go with the new proposed terrain biomes. Also, limits should be imposed for visual consistency. For instance, no more than 5 tree species per biome. We're not going to have 10 grass terrains in a biome, so there shouldn't be 20 tree species all mixed together in that biome either. This will obviously necessitate a lot of random map script tweaking, but the final product will look very nice indeed.
  7. Let's take stock of the current terrains situation (Alpha 23-24) Current Biomes. Inconsistent. Alpine 41 terrains 41 textures Desert 58 terrains 59 textures Mediterranean 40 terrains 42 textures Polar 17 terrains 17 textures Savanna 36 terrains 37 textures Steppe 13 terrains 13 textures Temperate 47 terrains 48 textures Tropic 32 terrains 33 textures Let's look at a potential Alpha 25 situation. Consistency. Proposed Biomes Aegean-Anatolian 18 terrains 36 textures Alpine-Arctic 18 terrains 36 textures East Asia (Bonus) 18 terrains 36 textures Equatorial Africa (Bonus) 18 terrains 27 textures Hispania-North Africa 18 terrains 27 textures India 18 terrains 36 textures Italy 18 terrains 36 textures Mesoamerica (Bonus) 18 terrains 27 textures Middle East 18 terrains 27 textures Mongolian-Tarim (Bonus) 10 terrains 15 textures Nubia-Savanna 18 terrains 36 textures Sahara 18 terrains 27 textures Steppe (Bonus) 15 terrains 30 textures Temperate-European 18 terrains 36 textures Why do some proposed biomes have 18 terrains and 36 textures, while others have 18 terrains and 27 textures? It's because they will reuse many of the same assets, specifically normal maps and spec maps. Some diffuse maps will simply be color corrected for the biome and can share normal maps and spec maps from other biomes. For example, the Alpine-Arctic biome could use the same diffuse map as the Temperate biome for a cliff texture, just color corrected for Alpine theme, and then share the same normal and spec maps between them. This saves time and effort as well as unifies the look of the complete set of terrains. (Bonus) Biomes are lower priority. For instance, if the Xiongnu are added, then the Mongolian-Tarim biome would good to add. If Scythians or other similar civs are added, then the Steppe biome would be good to add. Otherwise, these biomes could be added lastly, the others a greater priority since we have civs already in-game for these biomes.
  8. I have already been experimenting with giving the game a much needed update to the terrain textures. I have been exclusively using assets from this website here, licensed as cc0: CC0 Textures - Public Domain PBR Materials We could contact this gentleman and ask for his assistance in creating new assets if his site currently does not have them and WFG could even become a Patron (his highest Patreon level is $5/month). Even if we don't try to partner with him, we can still utilize his excellent CC0 assets and ask him to check out how we're using his stuff. cough I am very keen now on using CC0 or CC-BY-SA materials. eh hem. And so far the results have been better than I'd hoped. EXAMPLES India: Desert (using assets from the India biome) Alpine-Polar (I think these 2 should be combined) Pros for updating the terrains: The game's current terrains are inconsistent in quality and scattershot in style. A new set of terrains can unify the quality and style. Terrains take up a massive amount of screen space, or what the player sees, so improving them gives a large boost in visual quality. The current terrains don't fully take advantage of the graphics engine's capabilities. A new set of terrains can do that. Improving the terrains can bring the look of the game closer to modern expectations. We can reduce the sheer number of terrains by half, which comes with the benefit of visual consistency and ease of use for mappers. Cons for updating the terrains: It will take considerable effort and take attention away from other possible tasks. The new textures will be on average 4x larger than the existing textures and will add normal maps and spec maps where previously there were few. Will increase the graphics memory load and possibly push out those with low-spec computer rigs. ?
  9. At the end of the day, a terrain texture overhaul will have 1/2 the number of terrain textures, but will cost about 2x the disk space (each new terrain is approximately 4x the size of their current counterparts). Still, for a modern game in the year 2020, 0 A.D. will be on the lower side as far as disk space even with terrain overhaul.
  10. Right, it's shape combined with super high res textures and good normal maps. The new "ground" terrains such as dirt, grass, forestfloor, etc. are 2048x2048. In contrast, the new cliff terrains are 4096x4096 diffuse textures with 4096x4096 normal/parallax maps (spec maps I scale down to 2048 or 1024 to save some space). With such large ground textures you can adjust their spread and reduce repeating patterns. With such massive cliff textures you reduce the appearance of stretching and don't have to use the triplanar material that muddies the texture. Also, with such large high quality terrain textures you can use fewer of them and get a more unified look to the biome instead of throwing as many textures as you can in there to get a good look. So, you'd have 15-20 terrains per biome instead of 58 (as per the current Desert folder in EA).
  11. { "genericName": "Iphicrates", "description": "Iphicrates.", "icon": "athen_hero_iphicrates_card.png", "tooltip": "Select Iphicrates to lead your civilization.", "modifications": [{ "value": "ProductionQueue/Entities/_string", "tokens": ["-units/athen_hero_miltiades_infantry -units/athen_hero_themistocles -units/athen_hero_pericles"] }], "affects": ["CivilCentre"] } This validates, but throw this error: @Stan` @wraitii
  12. From technologies.js: Supports "A>B" to replace A by B, "-A" to remove A, and the rest will add tokens
  13. So, this probably won't work: { "genericName": "Iphicrates", "description": "Iphicrates.", "icon": "athen_hero_iphicrates_card.png", "tooltip": "Select Iphicrates to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": " -units/athen_hero_miltiades -units/athen_hero_pericles -units/athen_hero_socrates" } ], "affects": ["CivilCentre"] }
  14. https://trac.wildfiregames.com/changeset/23843#file0 https://code.wildfiregames.com/D270 So, what syntax must I use in the technology file? Is there an example in-game? A good use case for EA would be the Seleucid reform techs. It unlocks either Silvershield Pikeman or Romanized Heavy Swordsman, so what the tech could do is remove the other.
  15. Hey there. I have made a Bug Report thread here: There are numerous errors in the Alpha 23 version of the mod that have hence been corrected for the upcoming Alpha 24 version.
  16. Please post bug reports for DELENDA EST here. Make sure to: Ensure you are running alpha compatible version of the mod. If you have the development (SVN) version of 0 A.D. You can run the development version of Delenda Est: https://github.com/JustusAvramenko/delenda_est If you have the latest Alpha of the game (Alpha 23) You can run the Alpha 23 version of Delenda Est, accessible from the Mod Selector in-game Do not have any other mod except 0ad and Delenda Est running. To see the errors that have popped up in-game, you can find them here (Windows): C:/Users/{YourName}/AppData/Local/0ad/logs/interestinglog.html Known Issues: The summary screen errors out because of coin and glory resources
  17. You could probably leave out the "page shuffling" sounds. Make the selection sound the completion sound, and make a shorter (fewer notes) version for selection.
  18. May I suggest he be called the "Monarch." Just sounds cooler. lol Unless there's a cool sounding native title.
  19. Some kind of procedurally generated mountain system with fractals perhaps (I think that's what that guy did in your article). What I have noticed is that mountains "branch" out like a fractal does. They are seldom just lumps (AOM's mountains were just big lumps). They actually extrude outward from the heights and form ridges, and more ridges extrude outward from those.
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