shieldwolf23 Posted April 15, 2014 Report Share Posted April 15, 2014 I was playtesting Aristeia yesterday and I have warnings every time I select a unit (related to formations and such), as well as when selecting the Egyptian houses (something related to creation of females).As suggested by niektb, I have attached my game logs.interestinglog.htmlmainlog.html Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 Summarizing:The game still can't find those formations (hmm, I thought I had fixed those, maybe a typo)Females trainable in houses do not exist (indeed but we need to decide whether we want them or not)The persian mill does not exist: That is true, it hasn't been created yet.And a bunch of Aegis related errors which I can't help 1 Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted April 15, 2014 Author Report Share Posted April 15, 2014 Thanks. There a couple of aesthetic and game play issues I want to raise, but I want to be sure if what I got is the latest batch from the repositories. Shall I continue the PT, or should I wait for your confirmation if the one in the repositories is the latest? Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 Github is confirmed to be the latest version, every single change is committed there. But I noticed that the normals can we way stronger and that is has strange specular maps. Something to change too. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 (edited) Github is confirmed to be the latest version, every single change is committed there. But I noticed that the normals can we way stronger and that is has strange specular maps. Something to change too.Lol, got the formations error Had written every formation with a Uppercase.Edit: should be fixed within a few seconds. Edited April 15, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 15, 2014 Report Share Posted April 15, 2014 For now same as the game. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 (edited) Have committed an AristeiaAttack typo fix. We forgot a terminating }.Good work of you Aristeia creators (idanwin, Lion). Thx for fixing Niek. Didn't realise it was really playable until Shieldwolf opened my eyes.ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/scatter.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/box.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/columnclosed.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/lineclosed.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/columnopen.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/lineopen.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/flank.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/skirmish.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/wedge.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/battleline.png"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/formations/formations/phalanx.png"We don't have those images? That's strange. Edited April 15, 2014 by Hephaestion Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 (edited) should be this:"art/textures/ui/session/icons/formations/phalanx.png"One /formation too much. But where to put that? Edited April 15, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 I have looked for it, to no avail. We don't have it double. At least in the mods/public/ revision I have here locally. Will make an update. Best we just wait for another playtest. Maybe it's fixed by your formations fix. Usually you find the GUI for this in public/gui/session/session.xml. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 For the mill: I noticed that there aren't any meshes for that and no props too. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 15, 2014 Report Share Posted April 15, 2014 The mill has been renamed to "storehouse". Maybe that's your problem. And the icons take the same path as the template (I've thought about putting an "icon" key in the formations template. I'll take a look to see why it is messed up. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 egypt_support_female_citizen_house and others are not defined. Do we need artwork for that, Lion? Stan ist the definite buildings' master among us. This is really strange: /common-api-v3/ @Shieldwolf: You tested with the Alpha 15? Niek, can we somehow guide him to the SVN windows? Or did you try to compile the git version, Shieldwolf? Where are you stuck? We'll try to help. Perhaps I can create batch file to make it a 1-liner for Windows too. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 15, 2014 Report Share Posted April 15, 2014 egypt_support_female_citizen_house and others are not defined. Do we need artwork for that, Lion? Stan ist the definite buildings' master among us. Nope, just a small template like this: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/athen_support_female_citizen_house.xml This is really strange: /common-api-v3/ The old common-api and common-api-v2 are completely removed from the codebase, and common-api-v3 is renamed to common-api. Btw, where can I find your sources to investigate that formation issue? Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 (edited) Ah thanks. Now I see what it's for. Strange it doesn't fetch it from the public mod. Or perhaps it's because of old Alpha 15. The old common-api and common-api-v2 are completely removed from the codebase, and common-api-v3 is renamed to common-api.That's what I thought too. @Shieldwolf: http://trac.wildfiregames.com/wiki/BuildInstructions#Windows Just check out SVN and use the autobuild in binaries/system/pyrogenesis.exe . So you don't have to compile anything. Nor have you to deal with Visual Studio (just like Niek once told me in the Group PM). It's best you check out the Engine on Windows from SVN. You just need Visual Studio - any version. <- That might be the biggest challenge. The rest is a one-liner. I can't provide a batch file, but the 0AD devs have already updateWorkspace.bat which does most of the work for you. The git repositories may still go directly inside the SVN folder structure (just like for git). @Sander17: https://github.com/0ADCoM/Aristeia thx for the help. I simply can't find it. Have looked from TextureManager.cpp's CTexture::TryLoad() on. Yet it must be somewhere on the JavaScript side. I guess it's because he used Alpha 15? Because I grepped the whole repository for formation and checked all occurrences. There seems to be no issue with that. Though things like concatenation of variables I didn't check: iconPath = basePath + type + formationIconPath Edited April 15, 2014 by Hephaestion Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 15, 2014 Report Share Posted April 15, 2014 Euh, isn't it just because Artesia is updated to match the SVN version, while shieldwolf plays with A15? A15 expects the old formation definitions (those don't include "formation/", that's how the extra "formation/" got into the path). There's nothing wrong with Artesia code. 1 Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted April 15, 2014 Author Report Share Posted April 15, 2014 Err.. Yep, I'm playing with 0 AD Alpha XV: Osiris, Build Dec 18 2013 - 14385. Sorry guys, if this was due to that fact. Is there a link somewhere to somehow update my 0 AD version? Or is the SVN version so to speak is the one to use? Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 It is best to test with the svn. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 15, 2014 Report Share Posted April 15, 2014 For now, A15 is our most recent release. Only SVN versions are newer. But we're planning to release a new version in a few weeks. @modders. It might be good to also do a release of a mod when 0 A.D. does a release. That way, players with an older version can still download the mod suited for their version. If you keep developing on SVN, you should have a working mod against we do our release too, so it can be released more or less together. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 15, 2014 Report Share Posted April 15, 2014 Please try to adapt egyptian to Ptolemaic buildings, when we start this, the Ptolemaic faction only was planned even don't have own models. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 15, 2014 Report Share Posted April 15, 2014 For now, A15 is our most recent release. Only SVN versions are newer.But we're planning to release a new version in a few weeks.@modders. It might be good to also do a release of a mod when 0 A.D. does a release. That way, players with an older version can still download the mod suited for their version. If you keep developing on SVN, you should have a working mod against we do our release too, so it can be released more or less together.Few weeks with the internationalization and bugs ( fixed) related to spidermonkey? Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted April 16, 2014 Author Report Share Posted April 16, 2014 Ok thank you all. I'll try the SVN version and would continue PT on this. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 16, 2014 Report Share Posted April 16, 2014 I've updated aristeia with the storehouse now being the Ptolemian one and the female citizens house being present. 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 1, 2014 Report Share Posted May 1, 2014 Good work. Say, is it just me that believes that no unit of the Egyptians is designated as Convert capable? No unit has AttackType Convert. Which should we change? Or should we create a priest quickly which takes over the converting from the healers? Can I commit into Git? Will do.. but conversion not works. Quote Link to comment Share on other sites More sharing options...
niektb Posted May 1, 2014 Report Share Posted May 1, 2014 From what I read the athen_support_converter_a should be up to the task, but I think he isn't assigned to a building. Also we might want to replace the actor with a ptolemian one instead of a greek healer. 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted May 1, 2014 Report Share Posted May 1, 2014 Conversion using the cheats is working!!!Just select an enemy unit and type: 'wololo'. Quote Link to comment Share on other sites More sharing options...
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