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The Undying Nephalim

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Posts posted by The Undying Nephalim

  1. 1 hour ago, elexis said:

    GNU/Linux and mac OS people can't install Hyrule Conquest, because it's a windows installer. (I don't know which format that ClickTeam Installer uses, I couldn't unzip/unrar/un7zip the exe on linux except with wine.) Maybe it's easier to just distribute a zip or pyrogenesis file of the mod? Or as an alternative download format?

    I'm uploading a .zip to the mod.io. I'll link it here as soon as it's done.  :victory:

    1 hour ago, elexis said:

    I guess the installer exe file counts as distributing the source of the modified files, but you must also include the license_gpl-2.0.txt and mention which files are licensed under that (the javascript ones) and the creative commons one for art files that came from Wildfire Games, see LICENSE.txt for which license applies to which file.

    Are the other art files licensed correctly? There is stargus for example which comes with free source code but requires the user to provide the starcraft files, this way stargus doesn't distribute any files that they don't have the right to use. 0 A.D. started as a total conversion mod of AoE2 too in 2001.

    To my knowledge im not redistributing any of 0AD's assets in my mod, and all the assets I use are ones I made. Unless you mean template files? You mention javascript so I presume that's the .json files?

     

    • Like 1
  2. 2 hours ago, temple said:

    Yeah, 16 is the limit because we there's just one passability grid with u16 for each cell (which encodes whether the cell's okay for each of the passability classes), rather than every passability class having its own grid.

    Is there a way to make a trained unit have the unrestricted passability class? It seems when I train such a unit from a building, the game has a problem spawning the unit in question.

  3. 9 minutes ago, wowgetoffyourcellphone said:

    I believe the folder for player.xml was changed/moved. Check that. I am 90% sure that this is the issue.

    That was it. B)

    One more question, is there a limit to the number of entries that can be in pathfinder.xml? It seems whenever I go over 16, the unrestricted entry can no longer be read by the engine.

    • Like 1
  4. I got a quick question, was anything involving the EntityLimits.xml or player.xml file changed in regards to training restrictions? None of my unit caps seem to work anymore, I can train unlimited units for units that I had caps on. I've not touched either of those files but it seems as of 0.23 none of the limits work anymore.

    • Like 1
  5. 2 hours ago, Aragorn30 said:

    Did you plane to crate a custom gui like this ?

    I will have custom GUI eventually. Ideally I would like each civ to have their own GUI. Spider webs and organic growth would look nice for the Gohma. The GUI is low priority right now though. I do have custom icons for resources at the moment however.

  6. It's been about a week and a few days, and I'd like to share what I've been doing. It's nothing visually interesting, but those with lower PC specs will probably like it.
    Most Real Time Strategy games (and in fact most graphically intensive games these days) have a feature called LODs, which stands for Level of Detail. The short of it is, the further away a camera is to any object, a more low-quality, low poly version of that object's model will load. This significantly helps frame rates and performance. Unfortunately, 0AD has not yet implemented LODs, so currently the high poly versions of models show at all times, even when zoomed out to the maximum distance. While this assures everything looks good, people with lower end PC's have reported bad frame rates and terrible lag. Until 0AD properly implements LODs, a small, separate download will be available that replaces the game's models with low poly versions:

    ONqamfY.jpg
     
    The might not look nearly as good up close, but from a distance you might not even notice. This should help users that lack a powerful enough PC to render hundreds of high poly soldiers at once.

    • Like 6
    • Thanks 1
  7. 4 hours ago, s0600204 said:

    I might be wrong but the Kokiri civil-centre with the public-hanging and watch-tower upgrades has an incorrect prop added to the prop of the actor (the final result is visually identical to civil-centre with communal-home and watch-tower).

    Yep you are right, nice catch. :victory:

  8. Does skirmishes, scenario, and random.DELETE still work to get rid of all stock maps from mods? It used to work but it seems ever since 0.23 all the stock maps are showing up as options despite the fact I have those three DELETE files there. 

    3 hours ago, vladislavbelov said:

    Example (radioactive barrels), no engine modifies here, only shaders and material changes

    What material did you use?

  9. 10 hours ago, aeonios said:

    Apparently the shader already supports it, through the USE_SELF_LIGHT define. It uses the alpha channel of the specular texture, so it also requires that USE_SPECULAR_MAP be enabled, and AFAIK it's inverted so that 0 alpha = full glow and 1.0 alpha = no glow.

    This is the result of using that, it's not quite the effect I'm going for:

    Spoiler

    2ttTzep.jpg

    Using photoshop, this is the effect I'm trying to go for that doesn't seem to work in 0AD:

    Spoiler

    dogf9b0.jpg

    This can sort of be replicated by setting to the bloom to be really high, except even then it only works when there's light. I really want noticeable glow in the dark effects on the Gohma like this.

    • Like 1
  10. I guess a more important issue, on walls of mine that specifically only have Long segments and not Short or Medium. I'm spammed with a continuous string of errors until the sizing while dragging out a wall is just right:

    <p class="error">ERROR: No placement possible for distance=18.094, minOverlap=0.1, maxOverlap=0.8</p>
    <p class="error">ERROR: No placement possible for distance=44.231, minOverlap=0.1, maxOverlap=0.8</p>
    <p class="error">ERROR: No placement possible for distance=59.025, minOverlap=0.1, maxOverlap=0.8</p>

    This seems to happen even on normal walls with short and medium segments in 0AD once in awhile. It doesn't seem to have any negative effects on gameplay, but visually it's a bit jarring to see a massive wall of red errors when trying to lay down a wall. Is there's a way to solve this problem with walls?

  11. On 5/23/2018 at 3:25 AM, stanislas69 said:

    You can play with emission rate and the lifetime. Big emission rate means constant flow longer lifetime means that the ray will stay visible longer.

    No matter how high the emission rate is there's always big gaps between the spawned particles, the gaps are larger the faster the projectile moves:

    qeSzX2O.jpg

    I need a solid, unbroken stream of particles for very fast moving projectile to create a "laser beam" looking effect:

    tNd87Sf.jpg

    • Thanks 1
  12. 2 hours ago, Imarok said:

    arrows have some particles along there whole flying trajectory. That could be a possibility for your beam

    As I mentioned this really only works if the projectile is moving slow enough. If the projectile moves too fast, there are huge gaps in between where the particles spawn from the projectile. I guess I could just make the beam slow moving, but that kind of defeats the purpose of creating a fast moving, nearly instantaneous laser.

  13. I've got another question, is there a way to make a fast moving projectile look like a solid beam? My first solution was to just give sprites a very high emission rate, but the effect really only works for slow moving projectiles. If the projectile moves too fast there's still big gaps and it doesn't look like a solid beam.

     

    14 hours ago, Ozerol Notna said:

    Will it work with the .22 version as well?

    Did you mean .23? If so then no, it will not work with .23. I'm currently updating Conquest to be compatible with .23

  14. 5 hours ago, Ozerol Notna said:

    Do I have to download the vanilla demo to play the current patch? or can I directly download the patch without downloading the first version?

    The 0.2 Patch needs the 0.2 version of Hyrule Conquest, which needs the 0.22 Version of 0AD

  15.  

    11 hours ago, elexis said:

    First the map is created in atlas, units and buildings placed, then a game is started in which all units receive their orders, then the path is created in atlas. Then the replay is played with the cinematic path enabled. You can do the same without cinematic paths and just record a replay.

     

    That is awesome, I didn't realize I could have the camera disabled and then have it play during a replay. :victory:

  16.  

    11 hours ago, MCreeper said:

    I assume that features like "dodging", "critical hits", proper goron bases and stealth (do anything except trapdoor gohma should be stealthy right now?) are coming in A24 too?

    Exodarion might have the Goron base plots working as soon as the next few weeks, there's no confirmation on that. I am under the impression Stealth is already in the engine in some form, the devs just didn't like it and don't use it as a mechanic in the game's current form. I've not yet got a clear answer on how to use Stealth and I've not investigated the matter yet as I think it's a lower priority. I'm not sure when the devs plan to add anything like Dodging and Critical Hits.

    9 hours ago, elexis said:

    Needs compiling of the program however.

    I might just not bother with overhead shots I guess. Is there any way to get workers to do things without the player input when the cinematic mode is running? Or do the 0AD devs just set the cinematic on some timer and order units and workers around before the camera kicks in?

  17. Some other strange issues I've run into. I'm using the Cinematic Camera path to put together a trailer, but for some reason when in the cinematic mode the perspective of everything is extremely messed up:

    Spoiler

    4V8gn2X.jpg

    Almost like everything is being pinched towards the top center of the screen and flattened. I've tried the various style modes, growth, expo, circle, etc but the same problem persists. Is there also a way to have the UI still visible when a cinematic camera is moving?

  18. 1 minute ago, SirPope said:

    The first two seem easy. However, if you didn't want weird things to happen: Collision detection, position, and maps would be a problem. The projectiles could spawn a unit in a remote location, the raised forest rim of some maps (plateaus, water). Also cramped battles and spawning multiple units on death could cause overlap. Its just riddled with problems. Possible yes but it's confusing and problematic to implement. It would be neat to fire a boulder from a catapult/trebuchet and have the boulder roll around (and maybe break apart).

    In the case of the Gohma one of their units flings very small larva, I could probably just give the larva no collision.

    • Like 1
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