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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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).
  2. 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
  3. 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.
  4. I know. It is aggravating it is not committed.
  5. resizing in atlas is a huge pain too.
  6. 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.
  7. i actually do not know what is happening here. i get no such error.Anyone else confirm?
  8. Need design control. Not only are many new map square but some do not fit the theme of the game.
  9. Thank you for the bug report. will fix for the next alpha .
  10. 'Allergies went directly into one eye....' lmao selerie is funny.
  11. 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.
  12. 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
  13. I would say the Alexander Sarcophagus unit should not garrison .
  14. 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.
  15. this can already be done with existing code.
  16. 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.
  17. Remember, these man take pride in their arms and armor. They rub to a high shine their helms and cuirass.
  18. Don't forget ridge around the cranium. Also, I like the nice smooth clean helmet texture use now.
  19. I said how. lol Kill units, build statues, capture relics. But influence is definitely a resource.
  20. to train hero, to research some strong techs (like unit promotions, special techs, etc.), to upgrade units (for ex: can upgrade 2 of your Spartiates to Spartan Olympic Champions using Glory), build buildings like Wonder (in DE Wonder is required to go to Phase IV).
  21. I can see how that is faster for player. My concern/critic of it though would be that now vital economic things are being remove from the Market, reducing the usefulness of the building. At the least, the trade and barter dialog should not be accessible unless the a market is build. Show the button gray out and tool tip that say: Barter & Trade Goods Requires: 1 Market Also, the resource I am add is Glory. It come from killing units and buildings and build (maybe) patron god statues (trickle). If we ever get relics, I make the relic trickle Glory too. This is not a resource I want to have barter and trade. Should have a way to deterine what resource shows in trade and barter and what does not, maybe a line or two in the json.
  22. Can have trade cart between cities on the campaign map to generate resource. Also, different province can have mines and other resource generators, meaning different provinces are good to capture for different reasons.
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