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Everything posted by Lopess
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Interesting, I can check this here, where would this configuration be?
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It seems to me that using the turrets component it would be possible currently in 0ad (I'm using the alpha 27 version) to create a unit with a turret sub unit, but I'm having difficulties implementing it, I intend to create a turret on top of an armored vehicle in the future , in which the turret has its movement independent of the vehicle, rotating on its own axis fixed above the vehicle. Code: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_cavalry_ranged_javelineer"> <Identity> <Civ>coalition</Civ> <SpecificName>VBL</SpecificName> <Icon>units/hele/siege_tower.png</Icon> </Identity> <Promotion disable=""/> <Sound> <SoundGroups> <attack_ranged>attack/weapon/rifle_attack.xml</attack_ranged> <walk>actor/human/movement/walk.xml</walk> <run>actor/human/movement/run.xml</run> </SoundGroups> </Sound> <TurretHolder> <TurretPoints> <One> <X>0.1</X> <Y>0.1</Y> <Z>2.0</Z> <Template>units/coalition/infantry_rifleman_assalt</Template> <Angle>1.54</Angle> <Ejectable>false</Ejectable> </One> </TurretPoints> </TurretHolder> <UnitMotion> <WalkSpeed>19.0</WalkSpeed> <RunMultiplier>1.67</RunMultiplier> </UnitMotion> <VisualActor> <Actor>units/coalition/VBL.xml</Actor> </VisualActor> </Entity> Result (The game does not ask for errors, and it seems to me that it identifies the indicated template because when changing its name the game says it cannot find it)
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Proposal, Mayan City States [preclassic and classic]
Lopess replied to Lion.Kanzen's topic in Rise of the East
Hola, pronto habrá una actualización de alpha 27, una vez que se lance. -
DE Part 2?
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Es necesario descomprimir la carpeta antes de su uso.
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Aquí hay una carpeta y un esquema de nombres para los novatos que quieren crear un mod con una civilización completa: mod_ex.zip
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They are already there and playable in alpha 27, there are only inconvenient warnings left when running, but nothing that prevents you from playing. WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) TIMER| LoadDLL: 779.075 us
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Hay dos cosas que extraño de ellos, las sillas de montar y las exquisitas decoraciones de los caballos, y los túmulos funerarios. Pero no sé cómo podría ayudar esto en los props de la yurts.
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Definitivamente ya tenemos buenos props para props, creo que no es necesario "reinventar la rueda", solo si es para agregar algo específico a la cultura que ya no está, más aún si se agregan estas casas como variantes de los existentes.
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A pity that this beautiful mod is a little outdated, currently using the most updated version of 0ad, when starting the campaign it presents this error: ERROR: JavaScript error: gui/campaigns/grand_strategy/game/Province.js line 7 Province@gui/campaigns/grand_strategy/game/Province.js:7:25 parseHistory@gui/campaigns/grand_strategy/game/GameData.js:168:32 initialiseGame@gui/campaigns/grand_strategy/game/GameData.js:132:8 createNewGame@gui/campaigns/grand_strategy/game/GameData.js:102:14 actuallyStart@gui/campaigns/grand_strategy/init/InitPage.js:165:12 onStartRequest/<@gui/campaigns/grand_strategy/init/InitPage.js:159:41 setButtonCaptionsAndVisibitily/</button[i].onPress@gui/common/utilities.js:29:11 If anyone sober as a solver, or any idea what should be done?
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Fire Technical discussion.
Lopess replied to Lion.Kanzen's topic in Game Development & Technical Discussion
I think it would be simpler to fix the burned building, thus avoiding more complexity. -
I liked it, it's like an easter egg unit. It exists because it's cool.
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Civ: Germans (Cimbri, Suebians, Goths)
Lopess replied to wowgetoffyourcellphone's topic in Delenda Est
Thank you for all the points raised, I will look for improvements, I believe that now the community can help a lot since any European civ has enough documentation and study, arts and references. The only part that I question is in the part of buildings very similar to the Gauls as a negative point, I believe that the idea is to look for formats close to the standard of the game, I remember strong questionings against structures with more "fies" formats but far from " standards" common to 0AD as well as other RTS games. -
That really makes it a lot easier, luckily the actors and the simulation are already separated for the most part. Perhaps it's the case that units used art from the official 0ad and this created an error with updates? I am currently developing with the very important help (heavy work) of @Duileoga some civs, my idea is to develop them as much as possible in a separate mode and when they are in their maturity add to terra magna, thus releasing it to the lay public that does not use github for example .
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I helped export these models modeled by @Duileoga with concepts by @Obskiuras They are already sported in this Github repository (https://github.com/0ADMods/suebian_art) my initial thought is to use these models for this already existing civ in the mod.
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Github 0ADMods / terra_magna (https://github.com/0ADMods/terra_magna) and 0ad dev - Alpha 27 (https://github.com/0ad/0ad)
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I'm not a big connoisseur, but I think option 4 would make more sense. When playing with them, this warning appears, but it does not indicate which structure accuses this "WARNING: Complex requirements found, but no tooltip specified. More complex requirements can't be translated on the fly easily."
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@Lion.Kanzen, @Yekaterina we can talk here. The initial demand would be to verify the existing models in Terra Magna dos Suebians and add the new 3d models. Reviews about the models are welcome. in the future the Syracuse and the Yayoi from Delenda Est and finalize the Lusitanians and Maya.
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Civ: Germans (Cimbri, Suebians, Goths)
Lopess replied to wowgetoffyourcellphone's topic in Delenda Est
That's always welcome, of course if it doesn't cause you trouble. The art is from @Duileoga and the export to the game is mine, if you want to create a conversation with both of us that would be great!