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myou5e

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Everything posted by myou5e

  1. Would it take extra loading time to change only the template files, but not load new textures? I'm wondering if it is helpful for me to not load unnecessary template overwrites in my mod.
  2. Hey is it normal that with DE, the Objects take a long time to load into Atlas ?
  3. Hey, I noticed that when arrows impact a unit, they kind of look like they are disappearing into the air. Is this because the units are too wide? Could their actor width be decreased and possibly ranged unit spread decrease to compensate? It would look more realistic.
  4. Then I would need to compile by myself :-p which is hard to do on my PC. It could be the issue. I may try it later.
  5. Not sure where to put this, mods can move to different section if appropriate. I just want to share the different frame rate I am experiencing on A23 vs A24. This is partly because @Stan` asked me about why this might be happening on my machine. I don't know, I am just here reporting that it does. On Acropolis Bay, I get 16ms / frame on A23, but 50ms / frame on A24. One idea I can think of is that perhaps the Snap version(which I use for A24) is slow because of the way it manages it's data.
  6. @Angen The Test mission, where you need to "capture" the ship to complete the mission, kind of reminds me of the stories of Charon. Maybe we could base the storyline along Greek Mythology. Perhaps we could require the player to pickup a coin from one of the fallen persians he has just slaughtered. Maybe our hero gets to the ferry, and presumptuosly hops in the boat without looking at Charon, Charon asks him for his payment, and our hero, sardonically chuckles and flips him a coin from one of the Persians. The mission after this could be in Hades, perhaps, or maybe the river journey. I think this would be a great setting for the MMO as it has the mythological focus of traditional MMOs but roughly the same setting as 0ad. https://folklorethursday.com/myths/a-coin-for-the-ferryman-charon-and-the-journey-to-hades/
  7. I copied over the public folder to my snap folder and it seemed to work, i'm working with the latest javascript but not the latest compiled code. My tests wont necessarily be accurate. Removing these two worked(there was no template_gaia_fauna) for resource collection: template_gaia_flora.xml template_gaia_geo.xml Building is not functional. I still get the same error in the selection buildings. I would think it's easier to copy over the pieces you know are needed to the newest version of the javascript components rather than continue to patch things up? On the MMO_test map I don't lose any hitpoints. But this is most likely to do with the new Resistance patch and I dont have the most recent compiled code.
  8. So how do you use Status Resistance here? Or is that separate?
  9. Ok. Well presently nothing works for me because I DON'T have the latest SVN. I will probably not continue to test this until the next snap release because compiling is too hard to do on this machine. For now I think I'll work on seasons. Perhaps the resource fix was easier than I thought. I copied over the pieces of code that give the mmo functionality from your components to the latest component files, and it seemed to work with your mmo map, but not the resources, so maybe all i had to do is change your resource template :-p Do you know when the Snap packages get updated?
  10. The issue isn't about integrating with the latest svn code. The issue is that the UnitAI and other components that overwrite the other files have drifted apart. I think this is why I get errors such as not being able to collect resources when I play with your mod enabled on a standard map.
  11. That's a good start! Maybe you could do the Dire/Radiant theme. Take a look at the Pompeii map in 0ad. It's what the Angen's first MMO map is based on. You can give the Dire lots of dead trees :-)
  12. You could make an attempt at recreating the Dota or LOL map? Maybe? Angen is doing a great job with the mechanics. I will try to integrate it into the main game and could maybe help you with map triggers later.
  13. I downloaded your latest commit to Github, overwrote your UnitAI with the latest Github Dev UnitAI(Should be the same as SVN), and added just a few lines to UnitAI and it seems to have the same functionality. Haven't thouroughly tested though. This is good news. It actually changes a lot about how I was going to make my own mod. I was planning on creating separate entities for everything, because I didn't properly understand the variant system() . Some improvements I could suggest to make it more usable. I COULD NOT find the bow on the map, even with revealed vision and even looking at the location in the map file(and estimating its position relative to the other entities). I think probably it might be that the equipment seems to have a very small footprint. Perhaps increase the footprint size and maybe highlight pickable items? I don't know how easy it would be to outline equipment without the cursor over it. I ended up finding it by putting a box of apples over top of the bow, which is visible. Another issue is that the items are half embedded in the ground. For my mod, I want to integrate with the generic RTS play and I want units to be able to equip and purchase items at scale, treating them possibly as resources, and equip them at a blacksmith. I guess it should be quite easy to do this, but I'm not exactly sure the best way to go about it. I want to walk a bunch of troops near a blacksmith, and then get an option to upgrade their armor across the whole group. At that point, all the stats and variant changes are applied to them just as it does when you "pick up" an item. You treat the mmo player as special, instead of modifying template_unit, you create template_unit_mmo. Maybe this was intented to be a temporary thing, i'm not sure. However, for my mod I want the inventory to apply to all units. A man is not a "spearman", just a man who also happens to be holding a spear. This would be a good idea, I think, even for an MMO only game, as it would be simple to make the killed units droup their equipment for the player to pick up. Would you modifiy the SpawnEntityOnDeath code to make this work? Perhaps, in a multiplayer game, this could create too many entities and then lag, but this could be counteracted by only sometimes dropping the gear, and having a limited lifespan after it is dropped. Also, atlas wont start with your mod enabled. ERROR: Failed to load map maps/scenarios/_default.pmp: File_OpenFailed terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed' what(): Failed to load map. Check application log for details. Aborted The main problem with integration seems to be the panels right now. This error comes up when I select a Spartan citizen. I understand "spart_house" is there because it is the first item in the list of construction options. GAME STARTED, ALL INIT COMPLETE ERROR: RelaxNGValidator: Validation error: structures/spart_house:1: Expecting an element BatchTimeModifier, got nothing ERROR: RelaxNGValidator: Validation error: structures/spart_house:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: structures/spart_house:1: Element ProductionQueue failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'structures/spart_house' ERROR: JavaScript error: gui/session/session.js line 223 Error: deepfreeze requires exactly one object as an argument. GetTemplateData@gui/session/session.js:223:1 g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:299:18 setupUnitPanel@gui/session/unit_commands.js:97:8 updateUnitCommands@gui/session/unit_commands.js:149:4 updateSelectionDetails@gui/session/selection_details.js:499:2 updateGUIObjects@gui/session/session.js:671:2 onTick@gui/session/session.js:599:3 __eventhandler54 (Tick)@session Tick:0:1 ERROR: Errors executing script event "Tick" ERROR: JavaScript error: gui/session/session.js line 223 Error: deepfreeze requires exactly one object as an argument. GetTemplateData@gui/session/session.js:223:1 g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:299:18 setupUnitPanel@gui/session/unit_commands.js:97:8 updateUnitCommands@gui/session/unit_commands.js:149:4 updateSelectionDetails@gui/session/selection_details.js:499:2 updateGUIObjects@gui/session/session.js:671:2 onSimulationUpdate@gui/session/session.js:642:2 __eventhandler56 (SimulationUpdate)@session SimulationUpdate:0:1
  14. That could be extremely helpful! Thanks for the offer! I've written a little bit about this on Github. Here is the description for the features mod that will be used for the other mods I make: Ars Bellica (features mod) Here is a list of some regional ideas I had. Civ Ideas I will summarize some things here, especially since you offered to help with the art :-). The idea with these is that they will most likely BLOCK the other civs, and just have them play with each other, they can be more balanced this way and the game will have a more focused atmosphere and time setting. Baltic Tribes(Thracians, Dacians, Scordisci, and their fights with Romans etc) Eastern Tribes. Most likely Pre-Qin period, before the unification of China(around 250BC). Will include various tribes from around China and a few Chinese states as well. Donghu, Yuezhi, Xiongnu, Rong, Di, etc. Germania. Named after Tacitus' Germania. Various Germanic tribes. Steppe Wars. Various Steppe peoples. Lots of Horse Archers fighting against established empires. Bactria. Indo Greek and Steppe people fighting against the Indians(Shunga) Pacific Islanders. They didn't have huge empires, but they would still be fun and the scenery could look amazing. I am from New Zealand and this is partly why I want to see this :-) Also, some animations, since you said you can do 3D: Push back animations. For when a unit get's hit by a catapult :-) Surrender animations. For when a unit is captured. They should raise their hands above their head. Crouch animations, for hiding behind the battlements and peaking out to shoot their bows. Wounded animations. When a unit goes below 10% health, they start writhing on the ground in pain or get knocked out. They can't fight but they can be revived :-) Impact or dodge animations. For when a unit gets hit by a weapon, you can see it visually affect them.
  15. If we simply took down the walls and just used the roofs, we could re-use those huts for Pacific Island civs :-)
  16. She's literally called "Eye candy woman"
  17. @ServoPresently I'm working on the base game needed for all Civs. But would you prefer several mods that are balanced with different factions and restricted to a particular region and time period, or would you prefer ONE mod that includes all? I was actually planning on doing several smaller mods. The reason is that I think the game will feel much more submersive. These folders show the separate mods that I plan to make available. Basically Ars Bellica will be the base mod, the others will be cultural add-ons. Some of the smaller factions that are listed in those folders will likely not be added or they will be very close to the other factions, use the same artset and just have a slightly different civ bonus. @asterix Yes I know of the city building mod and I will be using some of its ideas. The pony mod? What about it? Does it have city building features too?
  18. OK So I got it working @Angen ! Still some errors, and I'm not really sure how the code works! I just managed to problem solve, change a few parameters, and add in a few missing lines from the newer codebase! It looks pretty good! I showed at the bottom of the screen the stats as I put on new gear!
  19. Here is a Readme from my Github with a description of the Mod that I have planned. The Readme is in a sub directory because it's part of a larger project. I have actually implemented about 50% or 60% probably in small test cases but not over the whole project. Ars Bellica
  20. I just had a go. I tried it on A24, the unit was not selectable, but the graphics at least loaded properly. I tried it on A23 and the graphics didn't finish loading. On A23 First error I got was ERROR: JavaScript error: simulation/components/UnitAI.js line 6138 Error: Registered component has unrecognised 'OnMotionUpdate' message handler method @simulation/components/UnitAI.js:6138:1 launchGame@gui/gamesetup/gamesetup.js:2285:3 g_MiscControls.startGame.onPress/<@gui/gamesetup/gamesetup.js:1016:5 On A24 ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/props/shield/aspis_01_spec.png" TIMER| common/modern/setup.xml: 177.815 us TIMER| common/modern/styles.xml: 152.082 us TIMER| common/modern/sprites.xml: 1.60963 ms TIMER| common/setup.xml: 362.699 us TIMER| common/setup_resources.xml: 52.449 us TIMER| common/sprites.xml: 562.493 us TIMER| common/styles.xml: 70.799 us TIMER| session/sprites.xml: 1.82045 ms TIMER| session/styles.xml: 137.566 us TIMER| session/session.xml: 143.162 ms TIMER| common/global.xml: 668.523 us ERROR: JavaScript error: simulation/components/GuiInterface.js line 2011 Error: Invalid GuiInterface Call name "IsSelectionDirty" GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2011:8 onSimulationUpdate@gui/session/session.js:625:6 resetTemplates@gui/session/session.js:437:2 onSelectionChange@gui/session/top_panel/PlayerViewControl.js:119:4 selectViewPlayer@gui/session/top_panel/PlayerViewControl.js:81:3 onPlayersInit@gui/session/top_panel/PlayerViewControl.js:60:3 init@gui/session/session.js:308:3 reallyStartGame@gui/loading/loading.js:22:2 ERROR: Error calling component script function ScriptCall ERROR: JavaScript error: simulation/components/GuiInterface.js line 427 TypeError: cmpAttack.GetSplashDamage is not a function GuiInterface.prototype.GetEntityState@simulation/components/GuiInterface.js:427:30 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2009:1 GetEntityState@gui/session/session.js:203:21 insertIfRelevant@gui/session/PanelEntityManager.js:56:21 update@gui/session/PanelEntityManager.js:47:9 onSimulationUpdate@gui/session/session.js:637:3 resetTemplates@gui/session/session.js:437:2 onSelectionChange@gui/session/top_panel/PlayerViewControl.js:119:4 selectViewPlayer@gui/session/top_panel/PlayerViewControl.js:81:3 onPlayersInit@gui/session/top_panel/PlayerViewControl.js:60:3 init@gui/session/session.js:308:3 reallyStartGame@gui/loading/loading.js:22:2 ERROR: Error calling component script function ScriptCall ERROR: Errors executing script event "SelectionChange" ERROR: JavaScript error: gui/session/PanelEntityManager.js line 59 TypeError: entityState is undefined
  21. I'm using A24. I'm using Snap and it just got updated today. Compiled Aug 24, 2020. That's great you found it ! Thank you so much for looking for it! I will check out to see how you did it!
  22. The good thing about Open Source, is that with the right mechanics available, modders can turn it into whatever they like. There are ways to have these realistic aspects while keeping the micro down. With the towers, one of the ways would be to have the town bell on autopilot so that the closest military units manned the tower, and the civilians ran into the houses. Actually, this is already quite easily doable in Javascript and is one thing I plan to do for my mod.
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