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Everything posted by wowgetoffyourcellphone
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Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Look at reference. Visor very prominent. -
Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Give tge visor some real geometry -
Actor Animation Name Scheme Does Not Work
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
yes, I tried 'death1' and 'death2' like your examples. Didn't work. -
Actor Animation Name Scheme Does Not Work
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
I will try this now. This is pretty much my last try for now. ediT: No, that is not working. Looks like the example @sanderd17 gives here is exactly how I am try to do it, but it is not working. http://trac.wildfiregames.com/attachment/ticket/2324/actorFormat_variationnames.diff (see the cavalry_javelinist_b.xml and cavalry_javelinist_b_r.xml examples) -
Actor Animation Name Scheme Does Not Work
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
http://trac.wildfiregames.com/ticket/2324#comment:8 The last example there is what I am trying to achieve. I saved the names "death1" and "death2" in the dude's actor death variant file just like in the example (but death instead of walk). Then in the cape file I use death1 and death2 as the animation names and they do not sync. :/ -
Actor Animation Name Scheme Does Not Work
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Same animation file (for reasons). It all works fine if i just use one death animation, but when i use the 2, they become unsynced and sometimes don't use the same animations. I thought it was possible to set a name in the actor that they would both use and so use the same animations together. -
Actor Animation Name Scheme Does Not Work
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
I mean this, i think i'm not being clear, sorry. Both the dude and the cape use the same death animations. death_a.dae and death_b.dae. These are variations of death. So I am try to get the dude and the cape to use the same death animation at the same time - synced. so yeah, I am using the name for animation control, to control that the cape and the dude use death_a at the same time and death_b at the same time. I think what is supposed to happen is that the dude chooses one of the 2 death variations and it is passed to the prop. The problem might be that I am setting the animation variation names in a variant file (and this might not be compatible with the variation selection feature Im try to use here). -
Actor Animation Name Scheme Does Not Work
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
I am trying this now, thanks. EDIT @vladislavbelov: Your suggestion now makes both the base unit dude and the prop do their death animation (thank you!), but they do not sync as they should based on them having the same name="death1", "death2" etc. Any more idea? @sanderd17 @wraitii @Enrique -
http://trac.wildfiregames.com/changeset/18265 http://trac.wildfiregames.com/ticket/2324 I test this with the infantry_death.xml variant file by name the deaths like this: <variant name="Death"> <animations> <animation file="infantry/general/death/inf_02.psa" name="Death1" speed="700"/> <animation file="infantry/general/death/inf_03.psa" name="Death2" speed="500"/> <animation file="infantry/general/death/inf_04.psa" name="Death3" speed="400"/> <animation file="infantry/general/death/inf_06.psa" name="Death4" speed="500"/> <animation file="infantry/general/death/inf_07.psa" name="Death5" speed="400"/> </animations> <props> <prop actor="props/units/blood_01.xml" attachpoint="root"/> </props> </variant> Death1, Death2, etc. as the ticket and commit claim. This does not work and give me many headache when I tried to make it work. I was making my own variant files and naming the animations these way and it would not work. Spend 2 hours trying to make it work only to fail. So, I tried to change the names in existing variant file and behold it did not work either*. So the feature is a bug. It is very important for enrique's awesome new meshes and animations that this feature work too. By "not working" the dude just stood there while the prop went ahead and did the animation.
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I know. It is aggravating it is not committed.
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resizing in atlas is a huge pain too.
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theban wooden tower xml is missing
wowgetoffyourcellphone replied to heero202002's topic in Delenda Est
I wonder if deleting the Delenda Est folder, running the game, then repasting the folder in and re-running the game and re-enabling the mod would do the trick. -
theban wooden tower xml is missing
wowgetoffyourcellphone replied to heero202002's topic in Delenda Est
i actually do not know what is happening here. i get no such error.Anyone else confirm? -
Need design control. Not only are many new map square but some do not fit the theme of the game.
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Siege Weapons Many Changes Ahead
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
i modded the gray skin. -
theban wooden tower xml is missing
wowgetoffyourcellphone replied to heero202002's topic in Delenda Est
Thank you for the bug report. will fix for the next alpha . -
'Allergies went directly into one eye....' lmao selerie is funny.
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Some hierarchy and strong leadership is necessary for the integrity of the project. I detest the view of constant consensus seeking, "comrade" @Radagast. I suspect without strong leaderships especially in beginning of project that the project would have be dead by now. As nearing the end is here (maybe a year or two til beta?), strong leadership is needed again. Hopefully ltms provide this. Feneur is too hard on himseld I think, but at least some change has been recognized. Good for you guys and hopefully stronger going forward.
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ERROR: JavaScript error: gui/session/selection_details.js line 425 ReferenceError: costIcon is not defined displayMultiple/numberOfUnits.tooltip<.details<@gui/session/selection_details.js:425:8 displayMultiple@gui/session/selection_details.js:422:24 updateSelectionDetails@gui/session/selection_details.js:466:3 updateGUIObjects@gui/session/session.js:764:2 onTick@gui/session/session.js:650:3 __eventhandler58 (tick)@sn tick:0:1 even after tooltip.js commit
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I would say the Alexander Sarcophagus unit should not garrison .
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i think the former actually more dynamic as you have units trying to move the object around. More interesting for scenarios too. the "Alexander's Coffin" object is more like its own game mode or scenario with a successor campaign.
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this can already be done with existing code.
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Relic can maybe reuse some code from aura? I can imagine they can be similar effect. just need some other code like picking up objects, placing objects inside something else. then reuse the garrison aura code.
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===[COMMITTED]=== Syrian Archer Helmet
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Completed Art Tasks
Remember, these man take pride in their arms and armor. They rub to a high shine their helms and cuirass. -
Don't forget ridge around the cranium. Also, I like the nice smooth clean helmet texture use now.