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Grapjas

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Posts posted by Grapjas

  1. since TemplateLoader returns undefined, i'm guessing you either are missing a template you are referencing to, or have a typo to a template you are referencing to (within the mixin's/parent's template ref). I think the errors that come after the 2nd error line are just the result of templateloader not returning anything. Which could explain why you can just play a civ just fine, but only untill that buggy template comes into play, if you haven't encountered it yet while playing it's probably a not much used unit.

    Those are my quick 2 cents but maybe someone else might help you better.

    EDIT: I also just noticed you have `.keep` files in your templates folder for mycea in both units and structures which troj doesn't have, you can try deleting those. It might be that templateloader is trying to initialize those.

    • Like 2
  2. 1 hour ago, Baelish said:

    It's still WIP, because I want to make texture more detailed and these colors are only a sketch. I accept all advises about colors and height changes, so I can change now before I add entities.

    What map size are you using? It doesn't seem big. With a bigger map you can have more details (chili for example is uninhabitable), and players will have more build space, because some spots don't have alot of space to build (with in mind that tree's etc still need to be placed).

    You can also look into generating a map from height terrain map data, it'll basically sculpture the terrain based off of real data

    Obviously a bigger map also means more work but you can have some cool results. Up to you ofcourse.

    EDIT: I just noticed in your OP that you were using heightmaps already, lol.

  3. @JoaGalo2 the 'no mod has been selected' simply is because you didnt select a mod from that list. 

    Try starting 0 ad normally then go to settings>mod selection. If you installed the semi release version grapejuice will be in the list. Double click it and press save and restart.

  4. 20 minutes ago, JoaGalo2 said:

    Well, I cannot run that version either :(.  I get the "no mod selected" message.
    Maybe I should just wait for further versions?

    I'm not sure what's going wrong, can you post a screenie of your ingame settings>mod selection menu? The version i just linked definitely works though.

  5. 11 hours ago, JoaGalo2 said:

    Hi there! 

    I cannot properly install the mod. I've copied both .zip and .pyromod in the mod's folder, and then run with the three suggested ways, but neither leds to 0 A.D. detecting it.

    What I'm doing wrong? (thanks and sorry)

    The mod is out of date unless you use this semi release version.

  6. On 23/12/2023 at 7:31 PM, wowgetoffyourcellphone said:

    Is there a ticket or patch for this for this base game?

    Dont think so. I could look into making it sometime but i would do it differently than how its currently done in Grapejuice. As a matter of fact, i would probably rewrite Grapejuice entirely because of the things i learned along the way.

    • Like 2
  7. You need to focus on the ones that aren't there, theres a decent chance the other errors will dissapear aswell. Also templates have a inherit/mixin system, is the entire root present?

    You could try working from a version that last worked with vanilla (if there was one), instead of a full reset this would obviously better.

    I doubt Wow has a magical solution for you but who knows.

  8. Well it's trying to load a bunch of DE templates (and/or art/models w/e) that don't exist in vanilla, so trying to start it without DE won't work. Likewise a map made in vanilla might not work in DE because they might have restructured/renamed templates (idk haven't looked into their code).

    You'd probably need to make 2 completely seperate maps if you want a vanilla version and a DE version, since i'm pretty sure DE touches ALOT of files (even stuff like trees i think). If you enabled the mod you will see a mix of vanilla and DE stuff in the scenario editor, you want to disable the mod if you wanna make a vanilla version.

    • Thanks 1
  9. 11 hours ago, zozio32 said:

    Hello,

     

    I was all set up to try the Mod, looks great on paper (really like the idea of limited supply for ranged units, the double weapons system)   but then I realised that it is only available on a.25, and not a.26 (at least on the mod selection within the game)

    Any tentative to port it to the current base version? or do we need to download it fromgit and compile it (I might require some help if so)

    Hi i've been unmotivated to work on Grapejuice, there is a version that works with A26 but han civ is excluded from the mod because i haven't rebalanced it yet.

    You can download it here Release Grapejuice 3.1.7 (A26) [semi release] · Grapjas93/grapejuice · GitHub

    • Like 1
    • Thanks 2
  10. 27 minutes ago, BeTe said:

    Doesn't show up.

    I am curious how it looks and how people reacted? I think we need such competitive map for 1v1 rated games... Mainland / Mainland balanced has too much of all resources in mainbase, imho.

    The reactions here are the only ones im aware of. As for it not showing up i'm not sure off the top of my head without looking into it.

    • Thanks 1
  11. Imo ideally every department should have it's own leader to spread the load, intaked and assigned by someone who knows a bit of everything. But we don't have that luxury. I think you can count all active devs on one hand. Putting everything on 1 person again will just lead to burnouts.

    Btw the original post is top tier trash, at least catch yourself up to the history before saying all that. Or get your own feet wet in development instead of making demands. Like alre said, you don't even seem to grasp the concept of an open source project.

    • Like 7
  12. 22 hours ago, The Undying Nephalim said:

    - Enable Swimming Animations:

    He has swimming animations so maybe you can take a look at how he did it.

    22 hours ago, The Undying Nephalim said:

    0AD updates break:

    PortA24ToA25 – Wildfire Games
    PortA25ToA26 – Wildfire Games
    PortA26ToA27 – Wildfire Games
    Though, earlier alphas don't have that wiki, but it might be helpful for error solving anyway.

    Vladislav probably knows more about the glow shader and mp4 support but don't really wanna ping him tbh (don't wanna bother him).

  13. Thats pretty fun stuff.

    When you talk about FPS, what stage of the game are we talking about? The start of the game?

    How fast does your battery deplete when not on cable? 

    Obviously won't be able to play anything competitively and should probably stick to low pop games but it's cool that it works nontheless.

  14. 26 minutes ago, krt0143 said:

    I tend to use any program at 99.9%, so I'm bound to eventually stumble upon anything not working as expected. Now of course if I get dirty looks each time I mention something not working as it should, I'll refrain from talking about it...  :rolleyes:

    It's mainly the tone someone brings it in is how it will be perceived, there were good bug testers in the past but had poor attitude, imo anyway ^^. But no matter the tone, if it has merrit something needs to be done with it for sure.

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