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Everything posted by wowgetoffyourcellphone
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Okay, thank you. This was the problem. It did not like the empty list.
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And this in Atlas when I place anything: WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 Auras.prototype.CalculateAffectedPlayers@simulation/components/Auras.js:92:3 Auras.prototype.Clean@simulation/components/Auras.js:197:3 Auras.prototype.OnOwnershipChanged@simulation/components/Auras.js:386:2
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I get this error immediately when open Atlas: WARNING: JavaScript warning: simulation/components/Auras.js line 48 reference to undefined property this.template._string ERROR: JavaScript error: simulation/components/Auras.js line 48 TypeError: this.template._string is undefined Auras.prototype.GetAuraNames@simulation/components/Auras.js:48:2 Auras.prototype.Init@simulation/components/Auras.js:14:6 LoadPlayerSettings@simulation/helpers/Player.js:50:8 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 Engine exited successfully on 2016-05-19 at 04:18:29 with 472 message(s), 1 error(s) and 2 warning(s).
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Hi, I get this: WARNING: JavaScript warning: simulation/components/Auras.js line 48 reference to undefined property this.template._string ERROR: JavaScript error: simulation/components/Auras.js line 48 TypeError: this.template._string is undefined Auras.prototype.GetAuraNames@simulation/components/Auras.js:48:2 Auras.prototype.Init@simulation/components/Auras.js:14:6 LoadPlayerSettings@simulation/helpers/Player.js:50:8 WARNING: CCmpRangeManager: No owners in query for entity 11 WARNING: CCmpRangeManager: No owners in query for entity 920 WARNING: CCmpRangeManager: No owners in query for entity 921 WARNING: CCmpRangeManager: No owners in query for entity 922 WARNING: CCmpRangeManager: No owners in query for entity 923 WARNING: CCmpRangeManager: No owners in query for entity 925 WARNING: CCmpRangeManager: No owners in query for entity 926 WARNING: CCmpRangeManager: No owners in query for entity 927 WARNING: CCmpRangeManager: No owners in query for entity 928 WARNING: CCmpRangeManager: No owners in query for entity 929 WARNING: CCmpRangeManager: No owners in query for entity 930 WARNING: CCmpRangeManager: No owners in query for entity 931 WARNING: CCmpRangeManager: No owners in query for entity 932 WARNING: CCmpRangeManager: No owners in query for entity 933 WARNING: CCmpRangeManager: No owners in query for entity 934 WARNING: CCmpRangeManager: No owners in query for entity 935 WARNING: CCmpRangeManager: No owners in query for entity 936 WARNING: CCmpRangeManager: No owners in query for entity 937 WARNING: CCmpRangeManager: No owners in query for entity 938 Plus another 1000 errors and warnings. I know this is problem with mod, not regular game, because it only happen with my mod. Any thought? (I have not edited Auras.js)
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===[COMMITTED]=== Achaemenid Siege
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
I like the battering motion. Very good job! Are new model smaller than old model though? I liked how big the Assyrian Ram was. Don't forget about player color. Also, would be cool for two models: One all wood, then upgrade to extra armor! Can do this in tech with actor swap! -
===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
I just think if the helmet prop is move downward (just a little) and tilted forward (just a little) the helmets would look fine without extra work. Especially at RTS zoom and angle, the helmets being slightly too big is not problem, in fact many unit are identifiable by their helmets. But this may be because you are perfectionist you want a comprehensive fix, and I respect that Enrique. I just fear the additional work it will take from you when your immeeasurable talents can be of use elsewhere. (In related, I think all Corinthian-style helmetss need remodeled to fit the new heads and not need the old "face head".) -
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Handicap or Penalty are best terms methink. Though, "Attack Handicap" sound weird. "Attack Penalty" sound better to me, YMMV. -
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Is not game to have a encyclopedia or something like this with descriptions? Then terminology should be correct, common, and consistent! -
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Bonus is a real English word, malus is not. -
===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Hi. I think the shield look all wrong for javelinist. Maybe the round shield would be better. -
Does have AO map too? I think the little squares can be iron?
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btw I think use word "Penalty" instead of "malus" which is not real English word.
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===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
256x256 for unit -
XMB Files : What are they for ?
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
Could wait to make that determination at the end of development cycle I think, when download size finally determined. Remember, some AAA titles are 10+ GB. 0 A.D. already saving ton space by not use pre-render cutscenese. -
===[COMMITTED]=== Slinger anims
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
This does look great LordGoo. Like Enrique said, only minor problem is with back foot (current Hoplite animations have this problem too haha). But you still get +1. the movement of the sling is good visual selling point. -
===[COMMITTED]=== Slinger anims
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Maybe 1 more step in the anim for realism. Have left hand replace loose end of sling into throwing hand? -
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===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Right, the name should be (is?) Temple of Apollo at Daphne. Then in description it can go into more detail of the Paradise. I think too the Seleucids can have some garden eye candy objects in the game. -
Hi guy. So, for civ bonuses and penalties. What would be best for performance of game? To use player aura or auto-research tech? Are they initiated by the match differently? Does the game treat them different or not at all? Same performance or is one less efficient than the other? Thank you. Performance is important to me. Here is example. In my mod I would like to give the Celt units -1 hack armor, but +10% movement rates. Would be best to use a player aura or to use auto-research tech?
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===[COMMITED]=== New Inn for the Gauls
wowgetoffyourcellphone replied to Stan`'s topic in Completed Art Tasks
Do not have any ambition for campaign? What is the plan? And the game has all kind of eyecandy stuff and buildings.Maybe should delete all of those too? -
Diplomacy screen
wowgetoffyourcellphone replied to jonbaer's topic in Game Development & Technical Discussion
I think Diplo screen need complete redesigning to be the honest. And I like your suggestion. 1. Should not see civs of each player until they have been scouted. 2. Maybe see info about your allies after you have research Cartography (expanding on jonbaier's idea). 3. Tribute needs complete overhaul, the way the buttons work, everything, (and would be nice to have tribute penalty at first that can be remove with tech, like in AOE franchise). 4. Overall the window is too small for new stuff/updated overhaul. -
Ruins set
wowgetoffyourcellphone replied to wackyserious's topic in Eyecandy, custom projects and misc.
AO maps need 2nd set of UVs exported with mesh. Also, each mesh need to generate its own AO map in Blender first. -
I use to have a PDF that told of the commands that would be use in a phalanx battle. I will see if I can fins.
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Ruins set
wowgetoffyourcellphone replied to wackyserious's topic in Eyecandy, custom projects and misc.
Just make some with the different civ building textures. Persians Ptol and Carths textures would be good for desert, etc.