FueledByOCHD Posted April 15, 2014 Report Share Posted April 15, 2014 (edited) Hello, the name is mute. I am currently planning a few mods and one thing came to mindI want to add a few new resourcesWaterSpecial MineralsClothDifferent MetalsFew types of stonesReasonsWaterTo add a little bit of dificultyMinerals/stoneshaving just one type of metal seams counter productivelooks odd that you mine what looks like iron yet units look to wear goldClothHaving units just get clothing makes no sence unless it was made out of meat..............Yuck..............Would add more chalange to the gameSpecial MineralsThis is more of for my own mods i would like to add a few resourcesBut that is for everyone else to see when its doneFormer CoM, but still looking to be helped by themFinaly the water as been added, even if only a beta stageRecs.7z Edited April 20, 2014 by MuteLovestone Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 16, 2014 Report Share Posted April 16, 2014 First note that we have a resources subsystem. F.e. there's food.grain, food.fruit and food.meat. Those subtypes result in other animations (for carrying and gathering), but get counted towards the same total, to not make the game too complicated.To define new resources or new resource subtypes, there are some components involved. There's the ResourceHolder which you need to let entities contain an amount of that resource (F.e. a rock carries 5000 stone thanks to ResourceHolder). Then there's ResourceGatherer to let units gather those resources. You also need to drop then somewhere, that's defined in ResourceDropsite. After you gathered some resources, you also need to buy stuff with it (note that for buying, there are no subtypes used). Buying is defined in the Cost, ProductionQueue and Builder components.After changing the simulation, you'll also have to change the Gui (displaying the right icons) and the art side (adding the animations). Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 16, 2014 Author Report Share Posted April 16, 2014 awsome thank you very much, i can do all but the animation part, although can i start out with having them do no animation to test it out or do i need an animator to help me with that? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 16, 2014 Report Share Posted April 16, 2014 If an animation exists (f.e. the stone-mine animation fits for the stone subtype animations too), then you just have to define it in the right actor files (which might be a bit of a hassle). If you don't define an animation, a unit always defaults to the "idle" animation. Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 16, 2014 Author Report Share Posted April 16, 2014 so i can have them do it idle will they still come back to the dropsite? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 16, 2014 Report Share Posted April 16, 2014 The movements aren't affected by the animations (art and simulation is quite separated). Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 16, 2014 Author Report Share Posted April 16, 2014 thanks, will upload a test of what ive done tomorrrow now sleep time Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 16, 2014 Author Report Share Posted April 16, 2014 hmm since i am unable to sleep i decided to work on thisi have a problem, 1) cant find resourceholder Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 16, 2014 Report Share Posted April 16, 2014 My bad, that should be resourceSupply: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 16, 2014 Author Report Share Posted April 16, 2014 thank you very much. will show ya what i have when im done Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 16, 2014 Author Report Share Posted April 16, 2014 ERROR: CXeromyces: Parse error: in_memory_buffer:0: Element element name 'water,' is not an NCName^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^what the heck does that mean? did i spell something wrong or what im so lostHitting The Hay time night all Quote Link to comment Share on other sites More sharing options...
SiahH Posted April 17, 2014 Report Share Posted April 17, 2014 would there be a new kind of building for weaving cloth or something?Hello, the name is mute. I am currently planning a few mods and one thing came to mindI want to add a few new resourcesWaterSpecial MineralsClothDifferent MetalsFew types of stonesReasonsWaterTo add a little bit of dificultyMinerals/stoneshaving just one type of metal seams counter productivelooks odd that you mine what looks like iron yet units look to wear goldClothHaving units just get clothing makes no sence unless it was made out of meat..............Yuck..............Would add more chalange to the gameSpecial MineralsThis is more of for my own mods i would like to add a few resourcesBut that is for everyone else to see when its doneIf you would like to make small team for this then that would be awesome if not just point me in the right direction Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 17, 2014 Author Report Share Posted April 17, 2014 well for water im planning on useing the farm to "Recycle" water, at first and i was hopeing to get some new people to work on this with me since i suck at moddels and textures Quote Link to comment Share on other sites More sharing options...
BF_Tanks Posted April 17, 2014 Report Share Posted April 17, 2014 Would you have to tell the code where to display the new resources on the gui, or will it do that itself? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 17, 2014 Report Share Posted April 17, 2014 you'll have to edit the GUI files. Certainly for those resources being displayed at the top of the screen. I'm not sure for the selection gui or the cost tooltips. Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 17, 2014 Author Report Share Posted April 17, 2014 kool thank you 1 Quote Link to comment Share on other sites More sharing options...
SiahH Posted April 18, 2014 Report Share Posted April 18, 2014 well, I think that a broader range of resources would make the game more interesting Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 18, 2014 Author Report Share Posted April 18, 2014 (edited) well i will need people good at textures and 3d models to finish, im almost finished with the water addin Edited April 18, 2014 by MuteLovestone Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 20, 2014 Author Report Share Posted April 20, 2014 water has been added, although need a water.png and a water_small.png, atm water shows with the food images 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 23, 2014 Report Share Posted April 23, 2014 Cool you have water in. Have you the files separated, I mean 'isolated' from the rest, then we can put it as a separate mod. This could then be added/removed and defined as a dependency in your mod-pack (Realms of Men for example). So you solved the CXeromyces Error? Looks like a syntax or scheme error. If you wish to share the files then I could isolate them for you. To answer to my isolation-question: Did you create / change the files in the data/mods/public/ folder? Then it's not isolated yet. Or did you create your own mod folder like: data/mods/<your-mod>/ ? e.g. data/mods/water_as_resource/ Good work. btw. Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 23, 2014 Author Report Share Posted April 23, 2014 It is it's own mod ATM but have a update when I get net back It is it's own mod ATM but have a update when I get net back Will update when I get net back Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 23, 2014 Report Share Posted April 23, 2014 Well done then. Did you copy all files or only the relevant ones.It seems your net was there ... Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 23, 2014 Author Report Share Posted April 23, 2014 Nope on wife's phone. And only needed files but update fixes some stuff Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted May 5, 2014 Author Report Share Posted May 5, 2014 The version that is up of water has few bugs. But when PC gets net back I fixed them "mostly" have one thing to fix that don't wanna work Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 5, 2014 Report Share Posted May 5, 2014 Don't give up. I see our units already carrying buckets to the nearby river and collecting water . though currently we might have to use sandpits. np Quote Link to comment Share on other sites More sharing options...
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