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feneur

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Everything posted by feneur

  1. http://www.wildfiregames.com/forum/index.php?showtopic=17542 tells you how to import 0 A.D. models into Blender, the other tutorials in that sub-forum are more related to 0 A.D. specific stuff, but might be worth taking a quick look at as they give an overview of how 0 A.D. does things (as are the wiki pages listed here: http://trac.wildfiregames.com/#Forartists: ). For where to find models/textures: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/meshes (i.e. art/meshes in the public mod in your local 0 A.D. installation, please see http://trac.wildfiregames.com/wiki/GameDataPaths for where the game saves its files on different operating systems, if you have e.g. Alpha 16 it will be in a zip file called public.zip, if you have SVN it will be under the folder structure described in the link at the beginning of this paragraph). http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures is the corresponding folder for textures. As 0 A.D. sometimes uses one texture for several different objects, and has got other settings like shaders and particles, models and textures (and the other visual things) are combined in "actor files", which is hugely convenient when you do things for the game, but can make things a bit harder in e.g. your case. In other words, to find out which texture is used by a particular model, find the object you want and then locate the corresponding actor in http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors , in that XML file you will be able to tell all the parts which make up each object (Some objects are made up of several smaller objects which are "propped" onto the main object, not sure if STK has got something similar, otherwise you might have to do quite a bit of work to combine things together.)
  2. If you do forget, please try the "Lost Your Password?" function, you don't have to know your password, just enter an email address. I would assume you've got fewer of those, so it should be easier to find the correct one
  3. I'll leave it to the programmers to reply with a more specific answer, but if I recall correctly 4.4 is the newest one available on one of the Linux variants that we support. I believe it's the LTS version of Ubuntu.
  4. There should be absolutely no difference between the tracks in binaries\data\mods\public\audio\music and the ones in-game as they are the same. The ones on Bandcamp/the online player on the web site might not always be 100% up-to-date compared to the in-game ones though. Also, iirc the ones there are MP3s (though I could be wrong about that), so it might be possible that that makes them sound slightly different.
  5. The music tracks are being repeated, that should explain that they feel longer in-game As for the copyright, here's the text from the LICENSE.txt in the audio folder: Hopefully that explains it
  6. Well, there is, but it's not necessarily easy =) As the objects are defined in the XML file it should be possible to open up the file in a text editor and do a find-and-replace. Unless you want to go through each and every entry (which kind of makes it pointless to do this way anyway, but still) it's only really useful if you really want to change every bush of a certain kind from actor to entity, but I assume that's what you want? Now take the following with a grain of salt as I'm not an expert in these things + I haven't tried it, but here's an example from the Azure Coast map: Say you want to replace all "bush_medit_underbrush" with "flora_bush_badlands", then you would do a search for: <Template>actor|props/flora/bush_medit_underbrush.xml</Template>and replace (Or rather "replace all" so you don't have to manually go through each occurence, though it's usually a good thing to do a normal replace first just so you know that everything works - it's not too nice to realize after having replaced three different things hundreds of times that you missed a ">" on the first one or something. In either case it's a good idea to create a copy of the XML file before you edit it, just to be on the safe side ) that with: <Template>gaia/flora_bush_badlands</Template><Player>0</Player>Unless I'm missing something that process should work
  7. The files for the GUI are in http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui (i.e. inside the gui folder in the public.zip in the installed version of 0 A.D., though if you intend to do any kind of modding it's recommended that you use SVN: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide it mentions a specific software (TortoiseSVN), but it's valid for other programs/OS as well as things use the same words etc regardless of software). That might look a bit complicated, but iirc it's just http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/page_session.xml and the files linked in that file (and linked in those files etc) which are relevant if you just want to change the GUI used when actually playing the game as opposed to the lobby or main menu etc. Most files are XMLs and JS files, to edit these you just need an ordinary text editor. Something like Notepad++ or another more advanced text editor is recommended though as it's got features which makes things easier for you There are also PNG files in http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui , but I assume you know what to do with them
  8. Have you checked Blender to see that the export works? If there's nothing in the file perhaps there's an error which prevents the file from being saved properly
  9. As far as I could see from the settings the limit was 500KB rather than 31.21, but either way I've increased it to 1MB for the basic member group now. (Once you've made five posts you're moved up to the "Community Members" user group which gives you more permissions including access to the personal messages function - and you can also upload larger files. We've been forced to limit things a bit for new users to limit spam, hopefully it's only a minor trouble for most users )
  10. First, sorry I didn't reply yesterday. Second, generally speaking this sounds like a solid plan and I think we should move forward with it. Third, specifically though it would be nice to at least have considered the hosting committee/people responsible for each service before actually starting to do these things (both so we are reasonably sure we have people for all tasks, and so we don't lose a lot of time waiting for people to do the different tasks). Fourth, I definitely agree with the opinion expressed in the IRC discussion that options for backup are best investigated once we know for sure what's needed. However, I do think we should have backup routines for all services set up before going live (on a per service basis I mean, not that everything has to be set up before we can start actively using say the IRC bot). I don't think anyone thinks otherwise, I just want to add it as a reminder so we don't forget. Fifth, once we have a decision (and assuming we decide to move forward with the plan above) I suggest that Aviv contacts SPI to investigate for sure whether they might pay via credit card/that we after talking with SPI contacts the hosting company to investigate whether that truly is the only option (might be different if you have an organization like that to handle things than for individuals).
  11. What is the problem here? The only possibly weird thing I can see from the screenshot is that the water seems a bit squarish at the left edge of the right island, but I'm not sure about that. Or do you mean that the shore waves are too far away from the shore?
  12. I just realized the easiest way would probably be to just change the email address of the old account, that way all you'd really lose are these three posts (which most likely could be transferred to that account, but it should be easier to not do that and you could just post in this thread with the old account ). Would you like me to do that?
  13. It might have been a temporary issue for all I know, but now it definitely works for me at least.
  14. And I who have been thinking about removing that message as it was quite a while ago, but now it seems it can still be useful Presuming you still have access to the email address you registered with you should be able to use the "I've forgotten my password" function, otherwise let me know and I'll help you. As for the other issue please post in the bug reports forum: http://www.wildfiregames.com/forum/index.php?showforum=378 The wiki is at http://trac.wildfiregames.com/ though, and to see any errors and warnings you can either press F9 to bring up the in-game terminal + log, or check the interestinglog.html (see http://trac.wildfiregames.com/wiki/GameDataPaths for where to find it).
  15. Not sure which games use Shift + num keys, but in any case 0 A.D. uses Ctrl + num keys which at least is the key combo I've seen in other games. Yeah, there are some settings which can't be changed on their own etc, so we'll have to redo the in-game settings menu to be more intuitive.
  16. Well, generally I'd agree with you, but in the case of these type of posts with personal information and similar I'd say there might be reason to remove them if the poster doesn't want them to be kept online.
  17. And you're still here too You've surely improved your skills since the fountain (If you want me to archive/delete this topic just let me know.)
  18. Assuming you've run the game at least once without crashing you should at the very least have interestinglog.html and system_info.txt in your logs folder. Could you also please try to load the saved game again? There should be a crash report that's more in-depth than just "Segmentation fault", please copy the text of that and paste it here.
  19. Just from looking at the image it seems as if there is very little open space for buildings? If so that might be a reason why the AI has got issues on this map.
  20. Ok, that was half of what I was asking for
  21. Could you please follow the instructions here: http://trac.wildfiregames.com/wiki/ReportingErrors for adding e.g. the log files/system_info.txt? Also, the saved game you are trying to load, was it saved with the same version of the game that you are trying to load it with? (E.g. if you saved the match using Alpha 16, are you also trying to load it using Alpha 16?)
  22. Sorry to hear, but sadly Apple has made it too difficult for us to support older versions. Especially since we have very few developers who have got a Mac, and the ones who have got one can only afford to have one computer with one version of the operating system installed.
  23. Could someone with knowledge about each platform please post a summary for what it should say? Then I'll gladly post on the web site
  24. feneur

    SVN

    One can also have both installed and use whichever is best in the case at hand
  25. Click on "More Reply Options", there choose the file you want to attach and then attach (put the two map files in a zip file first).
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