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false_god123

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Everything posted by false_god123

  1. sorry for late reply, It does have the correct code like the line above but i just keep hearing the Greek civ_male_ yes.ogg file when selecting a unit. Maybe i have put the custom ogg and xml in the wrong location? i have tried it in audio/voice/greek/civ and also tried it in audio/voice/global
  2. Does that mesh template work for the gauls as they are slightly smaller men? The model doesnt look the same as the unit i'm trying to put the sword in so i cannot adjust the weapon. Is there a gaul template mesh?
  3. When trying to attach a custom weapon to the unit, i have to keep redoing the custom mesh because its either floating above him or somewhere else but his hand, so is there a Unit mesh of a man i can use while modelling in blender so i can easily align the weapon to his hand. I hope this made sense
  4. I want to change some unit sounds, i have attempted by making a audio testsound.ogg file in audio/voice/global along with testsound.xml in the same location The testsound.xml looks like this : SoundGroup> <Gain>1</Gain> <Priority>100</Priority> <ConeGain>1</ConeGain> <Looping>0</Looping> <RandOrder>1</RandOrder> <Distanceless>1</Distanceless> <RandGain>1</RandGain> <RandPitch>1</RandPitch> <PitchUpper>1</PitchUpper> <PitchLower>0.7</PitchLower> <Threshold>1</Threshold> <Path>audio/voice/global</Path> <Sound>testsound.ogg</Sound> </SoundGroup> And i used this code here in my axeman unit : <SoundGroups> <select>voice/global/testsound.xml</select> <attack>attack/weapon/sword.xml</attack> <death>actor/human/death/death.xml</death> </SoundGroups> And put it in my simulation/templates/unuits/gaul/gaul_champion.xml file Only the first line has been changed to a custom ogg file When i test this i don't get any errors so all seems well but when i select this unit i can hear the default sound still and do not hear my custom sound. Is this the correct way of changing unit sounds? Sorry for spamming the forums with this stuff!
  5. Ahh right thanks!, where do you find this information? I would have thought opening the default civic centre would have all the lines of code but it doesn't have anything to do with resources
  6. I am looking in simulations/structures/templates/gaul_civic_centre.xml. How would i go about changing how much it costs to make this building and what materials? thanks
  7. Yes that has done it thanks guys!
  8. i got a slightly different error while trying to spawn in the axeman in editor <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.22) Main log (warnings and errors only)</h2> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "art/actors/units/gaul/champion_axeman.xml"</p> <p class="error">ERROR: CObjectManager::FindObjectBase(): Cannot find object 'units/gaul/champion_axeman.xml'</p>
  9. I am still getting the same error after i remove the "decay|" although i have been following this tutorial exactly https://trac.wildfiregames.com/wiki/CreatingNewUnits but it mentions "I'm using the SVN version in this tutorial." And like you said i'm using A22 build, So is there a basic tutorial for A22 build?
  10. It is loading up now just the "axeman" and something to do with the barracks, that's pretty much all what's in my mod folder here is the error <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.22) Main log (warnings and errors only)</h2> <p class="error">ERROR: CXeromyces: Failed to parse XML file simulation/templates/structures/gaul_barracks.xml</p> <p class="error">ERROR: Failed to load entity template 'structures/gaul_barracks'</p> Also thanks for the links
  11. wait i got it to load now but and the axeman is showing up thank god, but now this?
  12. My public folder has the public.zip file in it, and the image below shows where my testmod folder is located and the custom parameters i am using.
  13. Ok i have now moved my folder in binaries/data/mods/mymod It's still saying the same thing, also when i launch the standard game, in the mod selection nothing even shows up i have tried to mod this game for 2 days now, but i am determined to mod this game, I will continue this problem tomorrow Really thank's for the help guys!
  14. I think i may be cursed and its stopping me from modding this game
  15. yeah the pyrogenesis sitting in the public folder you see in that image is my shortcut to the mod with the command line
  16. That is what my folder looks like and only has the Gaul axe man tutorial thing's in there (Also it takes me straight to that screen that you see in the first image and i cant do anything but exit) Here is my crash log <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.22) Main log (warnings and errors only)</h2> <p class="error">ERROR: CVFSFile: file maps/scenario.rng couldn't be opened (vfs_load: -110101)</p> <p class="error">ERROR: CXeromyces: failed adding validator for 'maps/scenario.rng'</p>
  17. thanks i used them i have progressed at least now and i went through the basic gaul axeman tutorial again and put the files in the correct area but when my mod loads up i get a error Do i need to add maps for it to work? i thought it would use the games maps that are in the base game?
  18. ah darn thanks anyway, i don't suppose you know why i cant make a shortcut for my mod? i have attached a image
  19. Is that a working civ? when i try launch it my game gets a crash error
  20. Is there any template file structure for a creation of a faction with the correct files i need for a basic faction creation. i have tried to use millennium ad as a template but there is just so much stuff that i prob don't even need for a basic faction. All i want to do i rename units, create my own unit, change textures and edit damage. I have tried to follow the basics of the axeman tutorial on the forum and for some reason it just doesn't show up in game, so at this point i'm learning by looking in other peoples mod folders. i think i got how to re-texutre units and change stats down and how to make my faction show up in game , my only problem is making a unit and having that show up in game So is there a basic faction mod folder anywhere i can use with like 1 unit working i can understand then, i'm not sure if i'm making sense reading this back lol
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