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idanwin

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Everything posted by idanwin

  1. a crash did happen ... my computer crashed! And I couldn't see the results because 0ad was running fs mode and the terminal window was hidden behind. anyway I can run it in windowed immediately? (like: $: 0ad --windowed or something)
  2. I just installed the latest update from the repositories and 0ad refuses to start now: " Cache: 500 (total: 7964) MiB TIMER| InitVfs: 244.937 us Sound: AlcInit success, using PulseAudio Default TIMER| InitScripting: 4.59794 ms TIMER| CONFIG_Init: 67.6405 ms TIMER| RunHardwareDetection: 20.7701 ms TIMER| write_sys_info: 16.3675 ms TIMER| InitRenderer: 3.051 ms TIMER| ps_console: 1.09127 ms TIMER| ps_lang_hotkeys: 520.305 us TIMER| common/setup.xml: 625.819 us TIMER| common/styles.xml: 49.993 us TIMER| common/sprite1.xml: 1.3686 ms TIMER| common/init.xml: 1.12515 ms TIMER| common/common_sprites.xml: 1.86993 ms TIMER| common/common_styles.xml: 336.694 us TIMER| pregame/sprites.xml: 550.652 us TIMER| pregame/styles.xml: 57.374 us TIMER| pregame/mainmenu.xml: 5.77359 ms TIMER| common/global.xml: 316.695 us Segmentation fault (core dumped) " I don't think it has anything to do with common/global.xml, that file looks alright to me. How can I ask the terminal to give more information?
  3. Until someone can help me with the prop points I can't really get on, so I'll just post what I have now: (see here)
  4. So this is what the market looks like at the moment (until someone can explain to me how to add props!)
  5. Do any people have some concept art for an egyptian barracks? Enrique, what are the buildings you made for the egyptians? I've made two simple house models (the props don't seem to work though, see here) and I'm currently trying out a concept I had for an egyptian market.
  6. I feel really stupid now ... there is an option in blender to create empty objects ... xD Anyway. The engine doesn't find the prop points now: " error: Failed to find matching prop point called "prop-amphora" in model "art/meshes/structural/egypt_house_a.dae" for actor "house" error: Failed to find matching prop point called "prop-ladder" in model "art/meshes/structural/egypt_house_a.dae" for actor "house" "
  7. I tried this but the engine gives the following error: " warning: art/meshes/structural/egypt_house_a.dae: FCollada 97: No tessellation found for mesh. warning: art/meshes/structural/egypt_house_a.dae: FCollada 97: No tessellation found for mesh. error: art/meshes/structural/egypt_house_a.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one error: art/meshes/structural/egypt_house_a.dae: Couldn't find object to convert error: Could not load mesh 'art/meshes/structural/egypt_house_a.dae' error: CObjectEntry::BuildVariation(): Model art/meshes/strucutral/egypt_house_a.dae failed to load " I created two new objects in blender, emptied them and renamed them "prop-ladder" and "prop-amphora". Then I exported the model having those two empty objects selected.
  8. I believe BfME did this quite nicely.
  9. I will share the pictures as soon as I've got some decent work done (this might take some time with my poor skills). The textures I'm using at the moment come under either the CGTextures License, either GNU GPL 2 License, is this alright for the game? (I know there is some kind of agreement with CGTextures, so that shouldn't be a problem) If anyone finds any other good textures I could use, please share because finding them has proven to be a lot of pain.
  10. Discovered the problem: I had created a face the close a gap on top of a wooden pole in the fence! That such a small thing can cause so much trouble! Thanks all!
  11. Thank you, I don't really understand why it works, but it does! xD I have however encountered a new problem: failed requirement 'mesh has single set of polygons' what does this mean exactly? At first I thought it meant the model had to be in one piece, but this is not the case, some of my models that work in 0ad are made of several parts.
  12. Hello, I've been making some egyptian building models, the models themselves appear in the game without any problem but I'm not sure how to attach props to them (attaching existing props is not a problem it's attaching props that I made myself that poses difficulties). I've made some prop models in blender and exported them to collada, made the necessary .xml files (I believe) and added the textures. When I try to load it in the game it gives me this error message: " error: Could not load mesh 'art/meshes/structural/egypt_house_prop.dae' error: CObjectEntry::BuildVariation(): Model art/meshes/structural/egypt_house_prop.dae failed to load error: Failed to build prop model "props/structures/egyptians/egypt_house_prop.xml" on actor "house" " Is there something special you have to do with a model in blender to allow 0ad to load it as a prop model? Thx, Idanwin
  13. I totally agree with Lion!
  14. Currently I think the main priority (concerning walls) is to let you build them against the water so that no units can pass. But it would be really nice to see piers implemented later on! Maybe if you have a wall node on two sides of a river you can span chains between the two so that no ships can pass. It would work like a gate. When a friendly ship arrives the chains are let down into the water and the ship passes over it, afterwards the chains are hauled back up to block enemy ships.
  15. I personally don't click-dragging for farms (you want to build them as close as possible to a drop-off spot, not just in a row! But it would be a nice feature to have for houses. I certainly don't want click-dragging to replace the placement of multiple buildings of the same type in different places (but if you can click-drag and just click here and then there, both holding shift, that sounds pretty neat!)
  16. But shift is already used to place multiple buildings... and I don't just want to be able to build rows, I want a house to be able to snap against a barracks or a wall as well. Or is that what you mean?
  17. I wouldn't want a grid, but building snapping sounds fine, as long as it leaves space for creative city design xD (you can override the snapping with a hotkey or in the preferences menu)
  18. I agree too. The civ center is a building you'll certainly be looking at throughout the game, so changing that building over the phases should work. As we have two models for the greek docks and one of them has some big ships in it while the other doesn't, couldn't we change the greek docks too? It seems strange to build a dock with two big ships in it you can't even produce yet.
  19. I like that idea! It could really be fun to read some fun facts while waiting. But don't feel obligated to have only war-related quotes and facts. This is a strategy game so I expect most of them will be, but add some quotes and trivia that are solely cultural. Thumbs up! x2
  20. I really hope you don't remove the latin phrases! I don't mind that they're not always war-themed, sometimes I write them down for future use in conversations xD I do agree that we might want to limit the latin phrases to the romans and give the other civs quotes from their own languages. I don't know in how far we can make those quotes relevant to the game you will be playing, but having quotes that talk of 'nostra mare' while loading an Ardennes Forest map should not happen. Anyway, if we add hints of the day, that doesn't mean we have to remove the quotes does it? Personally I was never a fan of those hints in other strategy games and I didn't tend to read them, so if we have to chose I would prefer the quotes! Vote Quotes!
  21. Up till now I've been using the using the ctrl-right click to garrison my female citizens, but this has several drawbacks: -When they leave their respective buildings I have to assign them to gather resources again -They don't always fit in one building which means I have to search for other buildings to hide them in These are two problems which can easily be solved by the town bell button from aoe2 but there was one thing I could not stand in aoe2: all my villagers would garrison. This is not what I want. I only want the villagers near the place that is under attack to go and hide. If I recall correctly someone said that this option is not necessary as it is better to reassign your workers to a safer resource spot. There is one flaw in this reasoning. This only works when you spot the enemy in time. Once your villagers are under attack you don't want to move them to a 'safe spot' as the enemies will follow them there. You want to put them somewhere where they are really safe.
  22. I like the latin phrases too. I don't think they should be replaced.
  23. What I meant was that you could chose some of the suggestions I listed, not all of them o_O that would be ... like ... near impossible.
  24. I think the territory line-styles is a great idea. I used to love how the buildings would change between eras in aoe. Although I understand that you don't want any drastic changes in the buildings (and that you don't want to redo every building that can be build over multiple phases) but people will expect and want to see their city change over time. When I showed 0AD to a friend of my sister not very long ago he was like "Coool! and it's free?" but he was disappointed when after going to the second phase he didn't notice anything had happened at all. He'd been hoping to see his buildings change. I'm convinced we should show the player somehow that his city has advanced to a new phase. We might not mind the absence of phase-change indicators very much and we might have gotten used to looking at the buildings our enemy players possess in order to know what phase they are in, but for a new player this might come as quite a big defect in the game. An idea I would like to propose is to have a special house model for each phase. I'll explain what I mean and why I think it would be a good idea. I would start by posing you a question: What does it mean when a city grows? It means that more and more people are moving to the city, so more houses are necessary. In the game this means you'll be building more houses, but in history this has lead to the construction of apartments. If we made some secondary models of the house and used these in later phases as a replacement for houses build within a certain radius of a civ center (a house in the middle of nowhere should not be an apartment ... it would look wrong) Houses are by far the building you'll be seeing most in the game, so you'll notice changes in them for sure. Another idea I would like to propose is that of bigger markets and possibly docks: The increase in commerce that generally accompanies the growth of a city could be represented by a growing market. As the building size cannot and should not be changed, the activity (probably number of props) could be changed, but having different models would be even better. For the docks it's exactly the same. In phase one I would suggest something like: a lot of pier, a little building where they build the boats, and maybe a half-finished fishing boat on the side. Phase two would have a bigger 'construction yard' and more props on the piers. (Maybe some of the piers could be made from stone?) Phase three would have an even bigger 'construction yard', more props on the piers and the piers could be made of stone. The place where the ships are constructed should get bigger as you can build bigger boats and the props should show that commerce is increasing. Switching from wooden piers to stone ones would show the city is getting richer. I think it is very important the city looks richer every time you go to another phase (and my sister who's reading over my shoulder is seconding this). Not all of these are my ideas, it is a resume of the options that have been mentioned with what I think about them and some of my own suggestions: -Changes in the civ centre (would be nice, but it should at least be combined with some other changes) -More props (would change the look, but people might not tend to be counting the props all of the time) -Banners (nice for civ center, and special buildings (barracks, market, ...) -Bigger markets (seems logic, as the city grows, so does the commerce - although in real life it would be in the other direction) -Bigger docks (seems logic too, for the bigger boats to be build and to accommodate for the increase in commerce) -Border-styles (obvious, unambiguous, clear, ... but it does not satisfy the eyes and you can see what phase another player is in before actually meeting them, therefore a bit unrealistic) -Paving (sound absolutely great, but again it should be combined with other options) -Texture changes [more decorations, building techniques that were more expensive, ...] (quite satisfying, models don't have to be changed, can be based on historical knowledge) -Houses (most numerous building, historically accurate changes should not be too difficult) -Statues and fountains (would look wonderful, but I think it should be combined with other stuff) So my final point is: Give us a change in the outlook of our cities. It might not seem like an important thing, but then: does having those nice 3d models we have now? I mean: you could play the game with red, green and white squares couldn't you? The answer of course is yes; you could, but no one would be playing it. People will want the nice transition changes between different stages, just like they have longed for the beautiful graphics we already have. If we want this game to beat all other free strategy games and if we want it to be able to compete with commercial one these are the little details that get it to the top. Gameplay is one thing, but satisfying the eyes of the players is just as important. Now that we can satisfy the eyes of people who generally play commercial games with our screenshots, let's make sure they'll also be satisfied when they play the game themselves. When you play a lot of open source games you tend to forget how critical the gaming world can be over such small details and concentrate more on the experience of gameplay. I agree, that is the most important part of a game, but if we want to acquire a big community and improve the ranking of this game we should try to go for the full deal: gameplay and graphics. What we have now is amazing and awesome ... in screenshots. For a great in-game experience I think we should implement some of the ideas I listed before. Rgds, Ilya
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