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Posts posted by wowgetoffyourcellphone
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Kushites would be good civ. Had 2 wars with Rome. Very unique. Problem is it is difficult to come up with some units. I can imagine a special map for them: The Sudd.
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Hmm... you're trying to do something (in fact two somethings) that the techs in the core game don't. I think I know where my code's going wrong.
The tech require both techs there, so it is unlocked in Town Phase but also requires the other one.
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Nice. Great to see you still working on it.
I remove the phase tech pair and things look better, except now that it is angry that some techs supposedly don't have a "specific phase."WARNING: gather_lumbering_bowsaw doesn't have a specific phase set (structures/athen_storehouse)
WARNING: gather_capacity_wheelbarrow doesn't have a specific phase set (structures/athen_storehouse)
WARNING: special_storehouse doesn't have a specific phase set (structures/athen_storehouse)
WARNING: gather_draft_animals doesn't have a specific phase set (structures/athen_corral)
WARNING: siege_torsion_springs doesn't have a specific phase set (structures/athen_fortress)
WARNING: siege_flaming_munitions doesn't have a specific phase set (structures/athen_fortress)
WARNING: JavaScript warning: gui/structree/draw.js line 28 reference to undefined property g_CivData[g_SelectedCiv].buildList[pha]
ERROR: JavaScript error: gui/structree/draw.js line 28 TypeError: g_CivData[g_SelectedCiv].buildList[pha] is undefined draw@gui/structree/draw.js:28:12 selectCiv@gui/structree/structree.js:249:2 __eventhandler36 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:2 __eventhandler7 (press)@menuStrucTreeButton press:2:8
ERROR: GUI page 'page_structree.xml': Failed to call init() function
ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/null"
Problem is, the techs do have a phase set, as seen in the tech's code:
"requirements": {"all": [{"tech": "phase_town"}, {"tech": "training_animals_husbandry"}]},I am guessing the structree does not like "all" and "any" and things like this?
Good work so far. -
Well, there are some new features added... (Nomad mode, techology tree, start with the Seleucid artwork etc.)
These are minor feature. No big gameplay features for months (a year maybe?). Gameplay is most important. Those other things are nice though.
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Unit vision should be:
Infantry 50 metersCavalry 60 meters
Large vision range makes maps smaller (too small). Large vision also make unit auto-attack to very great range, messing up army control. You can make Cavalry have greater vision with a tech or an auto-scout feature or something like this.
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This update is mostly a performance update, so maybe some name related to that.
It is a "performance update" because team has stopped adding features.
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And iron.
ugh...
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Did you hear that? Something happened, didn't it?
(More seriously: r16276. Small resolutions aren't supported yet, and that will not be fixed for A18. Apart from that try to break it and report back, else have fun with it.)
And again a huge thank you to s0600204 for both creating it and letting us merge it!
nEAT! Works with the base game pretty good. Doesn't work with my mod for a reason I dont know:
WARNING: Unknown reqs operator: class
WARNING: Unknown reqs operator: number
WARNING: Unknown reqs operator: class
WARNING: Unknown reqs operator: number
WARNING: JavaScript warning: gui/structree/structree.js line 167 reference to undefined property g_ParsedData.phases[prod]
ERROR: JavaScript error: gui/structree/structree.js line 167 TypeError: g_ParsedData.phases[prod] is undefined selectCiv@gui/structree/structree.js:167:5 __eventhandler88 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:2 __eventhandler59 (press)@menuStrucTreeButton press:2:8
ERROR: GUI page 'page_structree.xml': Failed to call init() function
Engine exited successfully on 2015-02-07 at 01:03:44 with 321 message(s), 2 error(s) and 5 warning(s).
Is maybe because my mod has a pair for Town phase.
Some suggestion to make this great feature even better:
1. Call it the Game Library and make it one part of a bigger in-game manuel. Or Civilization Tree (for now, because it is all the game has) instead of "structure tree."
2. Launch this screen from the little 'i' icon in game setup insytead of using the old layout. I am starting to think the civ json files need to be extrended or streamline.
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Little problem i found, all footmen of the ptol need either metal or stone to be produced. This might be a big disadvantage in some situation. On the counter, they've always been considered OP couse of the archers , wich cost wood and iron and spawn fast. Dunno if the whole thing can be considered balanced.
Ptol pikeman costs food and wood, right?
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Good video. Not that long. A lot of 0ad videos go for much longer times.
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Does not happen when match is set to explored.
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@WGOYC did you compile ?
Using autobuild. No one can confirm this happens to them?
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About the prop/decal thing I don't know what you are talking about, I have zero knowledge about graphics. My changes shouldn't have any impact on the issue as far as I understand it.
It look like z-fighting as someone said. As if there are two decals fighting to be rendered,
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@wowgetoffyourcellphone: And this could not be the distance fog or something else that's meant to be?
Happens even if distance fog is off.
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Every building or only one ?
Under all buildings. Fields. Under stone mines. All decals.
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Can you post a screenshot and system-info ?

Screenshot wont help, since it is static. but what happen is the decals get lighter and darker when camera zoom or move.
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And decals still act weird

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The flicker is due to the fact that the decals overlay.

The mirage and the entity?
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Also problem with ghost buildings staying there after being destroyed (problem with fogging.js and mirages?). And ground decals flicker when zzom in and out (looks like specular map is turning off and on?).
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(Also there are issues now with atlas and some problem with actor editor,it crashes a lot, but these might be different problem)
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Found interesting thing:
http://socialblade.com/youtube/user/play0adShows potential income for 0 A.D. youtube page.
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The current limit is good enough.

Tech/Structure Tree Visualisation
in Game Development & Technical Discussion
Posted
Actually, the svn version shows more. That one doesn't show anything.
ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 unravelPhases@gui/structree/load.js:326:1 selectCiv@gui/structree/structree.js:119:2 __eventhandler256 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:2 __eventhandler227 (press)@menuStrucTreeButton press:2:8
ERROR: GUI page 'page_structree.xml': Failed to call init() function