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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. @wgoyc: Does https://github.com/s0600204/0ad-structree-mod/tree/A18-delenda solve your problems? (If you download and install it as a mod)

    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

  2. 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? :D Good work so far.

  3. 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.

  4. Unit vision should be:

    Infantry 50 meters

    Cavalry 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.

  5. 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.

  6. 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?

  7. 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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