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Timnaka

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Everything posted by Timnaka

  1. I'll put it on there once I finally get the new version ready for release!
  2. Thanks for the quick reply! I did check the pathfinder.xml, but the only difference are the various custom passability classes I added. The 'unrestricted' class itself is the same as in the vanilla file. (I'll share it here if you want to take a look for yourself) As for the animations, thanks for the tutorial! I'll try to look into that. pathfinder.xml
  3. Another thing is in regards to sounds and animations. I decided early on to not have animations for most of my units, mostly to make things easier for myself. Unfortunatly that means the units do not make any sounds when attacking, building, etc. Is there a way to trigger those sounds without needing to add animations to an actor? I tried looking at the variants but I'm very lost as to how exactly they work. Now there are some entities that do require animations (most notably gates opening and closing, as well as gyrocoptors having spinning propellers), but I haven't quite figured out how to export them from blender into 0ad, so for now those use jury-rigged solutions until I figure it out. (Admittedly I haven't really looked much into how to animate in Blender to begin with)
  4. So it has been almost 2 years since my last post here. I've been working on DerpHammer throughout that time, getting better at 3D modelling and slowly learning how templates work and stuff. (the comparison of the steam tank models does a good job at showing my progress I think) For the most part I've been managing to figure out stuff on my own, but there have been some issues that I just don't know how to solve. One of them is this error message that gets triggered by AI players (it appears once for every AI player at the beginning of a game). As far as I can tell, the only template with the 'unrestricted' class is the ambient buzzard and that one doesn't seem to be the culprit, so I really don't know what the cause would be.
  5. I see. I'll have to work around that then!
  6. Another question about textures that change to the player's color: Is there any way to retain transparency fo some parts of the texture? I really like the new feature of the banners for formations, since it allows me to easily include unique banners for every faction. However, since I don't want to make every banner a simple square or to individually model every flag shape, I was gonna use transparency to get differet flag shape. However, the player_trans material turning everything fully transparent into solid black is thrwing a wrench into that. Left is how it is supposed to look like, right is how it actually looks currently.
  7. yes! I completely missed that A26 released last month until yesterday then I spent the whole day getting things to work
  8. It should be, besides maybe some minor issues I haven't found yet.
  9. It worked!!! Thank you very much!!!
  10. I didn't use GIMP for my textures, I'll go give this a try! I'll keep that in mind. That sounds neat! I'm not confident to release my current build as there's still some work to be done, but once I'm ready to release it I would be interested.
  11. Oh boy, I haven't posted here in over a year... I've continued working on DerpHammer despite my silence (even though I made some months long hiatuses along the way) and posting some progress updates over on my Mod DB page. I've had some struggles here and there, but mostly I've been able to figure stuff out by myself. That said, there are some problems I can't seem to solve on my own. Most recently, I've tried to have my units change color based on the player's color, like the vanilla units do! But for some reason it isn't working even though I just copied how it's done in the base game... In the example here, I want the pants of the orcs to be the player color. I've copied the file structure from the actor file of the female citizen, just changing the textures to my own. (fabric.png is a transparent image and fabric_spec.png is single flat color) But no matter what I do, in-game the pants just show up as pitch black. What am I doing wrong?
  12. That solved it! Thank you very much!
  13. so it's been a while since I posted DerpHammer 2.0 is progressing slowly, but it is progressing! I just ported it over to the Alpha 25 Pre-release version (the second release candidate specifically) everything went well, except I'm having issues with the structure tree for the Dwarf faction it is completely broken and I'm getting these messages, though I don't know what they mean: for the Empire faction, the tree works but I'm still getting some of the messages: I've tried looking what I did differently between the two to find out why one works and the other doesn't, but I can't figure it out...
  14. Thanks, but I think I formulated my question poorly. I only want specific units (spells, ghosts and the like) to be able to walk through buildings while still being impassible for regular units. I've been tinkering with the obstruction component in template_unit but I can't get it to work the way I want it to.
  15. Is it possible to make units able to walk through buildings? I know the plane you get via cheatcode can just fly over entities but that's not exactly what I'm looking for
  16. So I've been quiet since the first release, but I have been working on the next version. Updating to version 0.24 is going nicely, albeit slowly since I'm also adding new stuff. That said, I have a question: is there a way to have a unit gradually gain xp by itself, the same way that certain units gradually regenerate HP?
  17. The time has finally come! DerpHammer version 1.0 has been released over on ModDB: https://www.moddb.com/mods/derphammer
  18. Now that the crashes are resolved, I have another question: How do I add custom Training/Building restrictions? I've been looking through the files but I can't seem to find them.
  19. Alright, it seems the error was related to the wallsets assigned to the custom civs. The game now no longer crashes. Thank you very much!
  20. it doesn't seem related to the civs as removing the civs.DELETED file also crashes the game but with this error message
  21. I put a file called civs.DELETED into the data folder.
  22. default civs are disabled these are some of the error messages i get usually it's the one on the left, but one time i got the one on the right
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