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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. The interestinglog is actually what I meant, it's empty. Although this did show up in the program error box: Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x2BBA5EBD) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 22 (Invalid alignment) OS error = 0 (no error code was set)
  2. I'm running into another issue with the 0.23 build. When I click Open in Atlas the program instantly crashes, leaving no crash log. It happens whether my mod is enabled or not. Any idea why Atlas would crash while trying to open the open map dialog?
  3. Is it only sounds, or did I misunderstand it also being visual effects?
  4. Adding that new chunk to the file seems to have solved the problem. With that done I think I've made everything compatible with 0.23. Some other quick questions, I seem to recall someone mentioning that impact effects for projectiles would be in 0.23, but I can't seem to find any example of them. Is there an example of how to implement them to a projectile or have they not been added into 0.23? I also seem to recall someone mentioning that the Upgrade system would be getting some kind of timer to use with things like Hero abilities. Was that added in 0.23 or is that a feature still in the works?
  5. None of the buildings I'm trying to upgrade have any limits. I tried removing required technology and they still refuse to upgrade, giving me that same error whenever I click the icon.
  6. That what is, thank you very much the formations are all showing up now. Just one more thing I'm noticing, none of my building upgrades seem to be working. I seem to recall that the upgrade system was getting changed for 0.23, though I can't see any differences in the 0.23 templates. Here's the little error I'm getting: <p class="error">ERROR: JavaScript error: simulation/helpers/Commands.js line 739 TypeError: cmpEntityLimits.AllowedToReplace is not a function g_Commands.upgrade@simulation/helpers/Commands.js:739:28 ProcessCommand@simulation/helpers/Commands.js:47:3</p> <p class="error">ERROR: Failed to call ProcessCommand() global script function</p>
  7. Hmmm, I'm certain I've changed all the formations entries to special/formations in all the template files that use them and I'm still getting that error when I select any unit. Is there another non-template file that references formations?
  8. Adding a footprint back into template_gaia_flora solved that. I'm getting a few more sporadic errors, this time when clicking on units, pretty sure it's formation related: <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/formations/null.xml"</p> <p class="error">ERROR: Failed to load entity template 'formations/null'</p> <p class="error">ERROR: JavaScript error: simulation/helpers/Commands.js line 1625 TypeError: template is undefined GetFormationRequirements@simulation/helpers/Commands.js:1625:6 CanMoveEntsIntoFormation@simulation/helpers/Commands.js:1637:21 GuiInterface.prototype.CanMoveEntsIntoFormation@simulation/components/GuiInterface.js:714:9 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:1970:1 canMoveSelectionIntoFormation@gui/session/selection_panels_helpers.js:12:1 g_SelectionPanels.Formation.getItems/&lt;@gui/session/selection_panels.js:300:45 g_SelectionPanels.Formation.getItems@gui/session/selection_panels.js:300:7 setupUnitPanel@gui/session/unit_commands.js:58:14 updateUnitCommands@gui/session/unit_commands.js:147:4 updateSelectionDetails@gui/session/selection_details.js:471:2 updateGUIObjects@gui/session/session.js:958:2 onTick@gui/session/session.js:832:3 __eventhandler111 (tick)@sn tick:0:1</p>
  9. Alrighty, I've begun updating to the March 11th build of 0AD. No surprise, things seem to be quite broken in my mod after jumping from 0.22 to the new version. 'I think I've got it down to just one error though: <p class="error">ERROR: [VisualActor] Cannot apply footprint-based SelectionShape; Footprint component not initialized.</p> I'm guessing it's related to a new feature or something, it doesn't point to any specific templates that have the problem though.
  10. Yay the Zora guide is done, download it here: Hyrule Conquest Guide - Zora Dominion
  11. Wooooo I finally finished those cinematics, that took me way too long: Now I can start getting the Kokiri and Gohma into the engine.
  12. Awhile back it was said there's builds of the most recent version that don't require Tortoise, at least I think that's what was meant: Where might these be located? I figure I should probably start adding in the changes that have been put in since the .22 release.
  13. I can't wait to get started on them. Unfortunately I've been stuck working on a cinematic that's been particularly brutal on me for one of the missions, it's almost done though: Koloktos will be great once he's in the game with all those animated arms.
  14. The strange thing is the actress that does the voice of Princess Zelda has done better jobs with other characters, notably in the Assassin's Creed series. I'm really not sure what happened this time around, I can only blame the direction the actress received. "Fake-y English accent and pretend you are about the cry constantly with every line, even when you are not sad!" I've had a theory that their localization budget was probably very low as I suspect they blew most of their budget on making the obnoxiously huge open world. Apparently the translation from Japanese is shoddy at best; there's lines in the English version of the game that are basically entirely made up and changed from the original dialog. You can tell what features of the game money and time went into (the overworld, the large assortment of weapons), and you can tell what areas received little attention (The comically tiny and incomplete dungeons... everything else). I'll probably be considered a heretic for saying that the voice of Zelda from that old terrible 80's cartoon is a lot better than her voice in BOTW.
  15. In all seriousness though I'm not really happy with how she turned out in that game. Part of the problem is her voice actress, which might be one of the worst acting jobs I've ever heard in such a huge budget game. Her character is also a bit schizophrenic and inconsistent; one moment she's a tough as nails no nonsense adventurer, then she's a socially maladjusted weirdo trying to get you to eat frogs, then the next moment she's an emotionally unstable wreck. There's no real natural transition between her jarring emotional states, probably due in part to the fractured "recovering lost memories" method of storytelling. For a character who supernaturally is supposed to embody wisdom in that universe she's also kind of a dolt in that game.
  16. There was a storyline in Breath of the Wild?! Joking aside, are you sure you want to hear my opinion on that matter? As a heads up it's a negative opinion.
  17. It's intended to garrison workers in it to generate resources, but the AI cannot handle that at all. I had to make it farm-able or the AI would sit around and pick it's nose and do nothing. I have to make lots and lots of strange concessions that are radically different from my intent until certain features are put into 0AD. Only Civs that are part of the "Civilized Culture" get the Postman Tech, Gorons should get normal cartography. Still a bug though. Hmmm the Armos and ruby guard seem to be attacking just fine for me. Probably a leftover from another person who tried to help and screwed up all the classes for every building. Lon Lon should not be building anything, they are a Map specific faction with no AI at all. I need a custom AI that only does a few things; it completely breaks with Map factions because the AI in 0AD is designed to be used by every single faction, it's not faction specific, so it's looking up tons of buildings that Lon Lon does not have (like storehouses). AI for them has to be disabled until civ specific AI becomes a thing in 0AD. Are you sure this is not in their stats, I'm looking right at it in the Tribal Monk's files: <Health> <Max>125</Max> <IdleRegenRate>1</IdleRegenRate> </Health> It seems to be a 0AD problem, techs increasing farm capacity don't seem to work at all.
  18. There's going to be Minish too, they are getting ported over from the Total War verion:
  19. Yup they are ageless and pretty small. Here's some renders of them from the total war version: Their civ fits a Swarm/Ranged sort of theme. I'd probably liken them to Hobbits.
  20. They will able to interact with the "vanilla" version of game. The awesome thing about 0AD is that there is not a hardcoded faction limit like in Medieval 2, so all of the factions will be able to interact with each other in skirmishes, multiplayer, or the campaign if I choose. With Medieval 2 I was forced to break the game up into smaller bits, so I based the bits around themes like the Great Sea and Termina. I probably won't be porting missions over for awhile, seeing as cinematics are not implemented in the engine yet, so by the time I get to some of those missions that involved the Twili I'll probably be closer to getting them into 0AD. This ultimately depends on what sort of features the 0AD dev team includes for things like campaign missions. At the moment I want the campaign to pretty much be carried over from total war; just a series of scripted missions based on a specific type of challenge with cinematics before and after the mission is over. Naturally a few things will be tweaked. A lot more missions will involve building bases now. I can already picture a few missions dramatically improving from this, such as the Gohma mission where you have to uncover the four dormant hives. The Sky City mission im working on right now will also perform and look much better in 0AD then it would in Total War. Was this a user named memefos who said this? He's a troll, more or less. Majora is still responsible for the later invasion of Hyrule. Demise, Dethl, and Bellum are still at large as of the current mission I'm working on. All three of them will show up again eventually. I'm not entirely sure how I will implement a lot of elements from BOTW yet. Malanya isn't out of the question it's just a matter of figuring out how to introduce a new deity without messing up the lore I've got established. This happens every time a new Zelda game comes out.
  21. I forgot to include all the minor factions on that icon image up there, here it is updated: That'll come in handy. The Anouki will be pretty great. Since 0AD has formations a lot of ideas I had for them will be a lot easier to pull off then in Total War. Plus they just look awesome:
  22. She does not have the ability to freely change, she's had a curse put on her.
  23. I've never been a fan of the Wind Waker Rito designs, I had actually redesigned them to be more bird like years ago before BOTW was announced. I've since returned to that, here's Medli as an example:
  24. In the total war version of the game it was her human form but I'm leaning more towards the Imp form now since a lot more can be done with animations.
  25. The Kokiri will be next. Here's a list of all the playable factions and the rough order I'll be going in:
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