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crazy_Baboon

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crazy_Baboon last won the day on February 10 2020

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  1. Thanks @Stan`! While we're at it: i cannot start the map editor either on A25, it fails to initialize.
  2. Hi! I am trying to run my custom map South East Asia, I placed the South_East_Asia.pmp and South_East_Asia.xml files inside /home/pinto/Documents/0ad/binaries/data/mods/public/maps/scenarios but i am having problems. When i load the map, Alpha 25 segfaults and displays the following message on the terminal: $ ./pyrogenesis TIMER| InitVfs: 23.8332 ms Writing the mainlog at /home/pinto/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 18.8077 ms Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 79.267 us TIMER| resource modules: 521.016 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 0 c (0x) tc_png_decode: 0 c (0x) tc_dds_transform: 0 c (0x) tc_transform: 0 c (0x) tc_plain_transform: 0 c (0x) tc_ShaderGLSLLink: 0 c (0x) tc_ShaderGLSLCompile: 0 c (0x) tc_ShaderValidation: 0 c (0x) xml_validation: 0 c (0x) ----------------------------------------------------- TIMER| shutdown misc: 464.88 us TIMER| InitVfs: 1.52447 ms Writing the mainlog at /home/pinto/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 28.6992 ms Sound: AlcInit success, using OpenAL Soft UserReport written to /home/pinto/.config/0ad/logs/userreport_hwdetect.txt TIMER| RunHardwareDetection: 88.3513 ms TIMER| write_sys_info: 16.2818 ms TIMER| InitRenderer: 77.209 ms TIMER| ps_console: 18.4001 ms TIMER| ps_lang_hotkeys: 3.15225 ms TIMER| common/modern/setup.xml: 22.1338 ms TIMER| common/modern/styles.xml: 429.563 us TIMER| common/modern/sprites.xml: 2.51888 ms TIMER| common/setup.xml: 1.15458 ms TIMER| common/sprites.xml: 3.55792 ms TIMER| common/styles.xml: 351.972 us TIMER| pregame/backgrounds/: 3.19199 ms TIMER| pregame/sprites.xml: 375.72 us TIMER| pregame/styles.xml: 159.873 us TIMER| pregame/mainmenu.xml: 418.89 ms TIMER| common/global.xml: 665.619 us TIMER| common/modern/setup.xml: 172.125 us TIMER| common/modern/styles.xml: 133.655 us TIMER| common/modern/sprites.xml: 1.41471 ms TIMER| common/sprites.xml: 537.27 us TIMER| splashscreen/setup.xml: 1.37744 ms TIMER| splashscreen/splashscreen.xml: 24.0375 ms TIMER| common/global.xml: 273.046 us TIMER| common/modern/setup.xml: 147.096 us TIMER| common/modern/styles.xml: 115.492 us TIMER| common/modern/sprites.xml: 1.02008 ms TIMER| common/setup.xml: 299.342 us TIMER| common/sprites.xml: 560.042 us TIMER| common/styles.xml: 92.851 us TIMER| loadgame/load.xml: 138.126 ms TIMER| GetSavedGames: 11.786 ms TIMER| common/modern/setup.xml: 201.056 us TIMER| common/modern/styles.xml: 184.124 us TIMER| common/modern/sprites.xml: 1.84496 ms TIMER| common/setup.xml: 357.055 us TIMER| common/sprites.xml: 710.648 us TIMER| common/styles.xml: 115.152 us TIMER| loadgame/load.xml: 17.2758 ms TIMER| GetSavedGames: 3.311 us TIMER| common/modern/setup.xml: 285.538 us TIMER| common/modern/styles.xml: 251.378 us TIMER| common/modern/sprites.xml: 2.36145 ms TIMER| common/setup.xml: 468.513 us TIMER| common/sprites.xml: 866.208 us TIMER| common/styles.xml: 157.26 us TIMER| gamesetup/setup.xml: 96.823 ms TIMER| gamesetup/styles.xml: 253.182 us TIMER| gamesetup/gamesetup.xml: 196.291 ms TIMER| common/global.xml: 272.361 us Writing replay to /home/pinto/.local/share/0ad/replays/0.0.25/2021-05-17_0001 terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed' what(): Could not load terrain file - too old version! Aborted (core dumped) Am I doing something wrong? Thanks! Version of Alpha 25 is the most recent from the github mirror.
  3. One good reason to implement falling trees: consistency. We already have falling animals, so why not trees? We could start with some specific trees, and then improve from there...
  4. Hi, I was wondering if the implementation of a auto-explore function is feasible and if there is any work going on this direction? I found this: but this thread is too long and is pretty much dead! Would anyone but me be interested in this auto-explore feature? Thanks!
  5. it would only add to the realism of the game! But I agree, point 2 is probably a bad idea...
  6. Fair enough, we would need to crate some stumps, which i could try that in Blender, as I am ok with Blender 3D. Could we have pre-made animations like @wowgetoffyourcellphone suggested?
  7. Thanks @wowgetoffyourcellphone, It still rocks and it is great eye candy, IMO. Perhaps it would be too much of an hassle to implement people dying from falling trees...
  8. Thanks @Stan` Not quite. For example, in minutes 7:16 - 7:30 it is possible to see how falling trees are handled by AoE 3. Quite nice technique and no need to implement/add art for roots!
  9. Hi, I am wondering how to implement the following: 1) When a player cuts a tree, the tree will fall in some direction. Has any work on this been done? What technology would it be required to implement these two features (C/C++, JavaScript...,)? What would be the best way to start? Thanks! EDIT: Previously, there was a point 2): 2)the tree could kill units while falling, that would have to run away from the falling tree. But this is probably a bad idea so i removed it...
  10. Is this check disabled inside the mods themselves or is it hardcoded in the engine?
  11. does anyone know which hash is calculated when running the mod? Which .zip files have their hash verified? Thanks
  12. Thanks @Stan`! Does anyone know how to get my mod to work online? Cheers
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