mimo Posted August 26, 2017 Report Share Posted August 26, 2017 2 hours ago, wowgetoffyourcellphone said: @mimoAfter latest AI phase changes, which actually work nicely for the Chinese and Imperial Romans, I get this for the Kushites: WARNING: PlayerID 3 | Petra: requirement PyramidSmall for phase 2 not taken into account this message has been removed from the latest version. Are you sure that you have not kept the old phaseRequirements.js in your petra directory? this file should be removed (its content is now more generic, and has been reincluded in the other petra files). From my tests, Kushites and Chinese work well, and Imperial Romans is a question of chance (the AI does not know yet how to interpret obstructions with Left/Right and believes it has no obstruction, so it may or may not succeed to position it depending on the terrain, will be fixed in a future commit). PS Looking at your github, why do you have a shared.js in the ai directory? your serialization could be broken if you do not update it. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 26, 2017 Author Report Share Posted August 26, 2017 (edited) I have old files from testing various patches and trying new ideas and whatnot. Never said my repository was stable. Thanks for the reply. I deleted the AI directory in DE and still got that message though. EDIT: Quote Are you sure that you have not kept the old phaseRequirements.js in your petra directory? A wild phaseRequirements.js appeared! Find it in the public mod. Was there after I applied and tested your first patch. Forgot to clean it out. Edited August 26, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted August 26, 2017 Report Share Posted August 26, 2017 (edited) 11 hours ago, mimo said: Would we more useful if you would copy-paste here some of these warnings (in fact the first warnings you got). This is the main warning I have encountered. ERROR: JavaScript error: simulation/ai/petra/_petrabot.js line 106 TypeError: this.gameState is undefined m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:106:2 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 Edited August 26, 2017 by Zeta1127 Quote Link to comment Share on other sites More sharing options...
mimo Posted August 26, 2017 Report Share Posted August 26, 2017 49 minutes ago, Zeta1127 said: This is the main warning I have encountered. ERROR: JavaScript error: simulation/ai/petra/_petrabot.js line 106 TypeError: this.gameState is undefined m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:106:2 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 That can't be the first error encountered? it is not the main one which is important, but the first one. Usually all followings warnings are just consequences and not useful to understand what could have happen. 2 Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted August 26, 2017 Report Share Posted August 26, 2017 Okay, lets try that again. ERROR: JavaScript error: simulation/ai/common-api/entity.js line 29 TypeError: value is null m.Template<.get@simulation/ai/common-api/entity.js:29:1 m.Template<.resourceSupplyType@simulation/ai/common-api/entity.js:348:8 m.SharedScript.prototype.createResourceMaps@simulation/ai/common-api/terrain-analysis.js:400:35 m.SharedScript.prototype.init@simulation/ai/common-api/shared.js:211:2 InitGame@simulation/helpers/InitGame.js:78:2 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 27, 2017 Report Share Posted August 27, 2017 On 22/08/2017 at 1:53 AM, Darthvoider said: in the map Fortress, the starter buildings and wall are athenian for all modded civs. also i don't know why the kushite pyramids look different for me than in the images It seems there is some fallback to athen in maps/random/rmgen/wall_builder.js You might look at adding your civ to the abobe block in the previous file. var wallScaleByType = { "athen": 1.5, "brit": 1.5, "cart": 1.8, "gaul": 1.5, "iber": 1.5, "mace": 1.5, "maur": 1.5, "pers": 1.5, "ptol": 1.5, "rome": 1.5, "sele": 1.5, "spart": 1.5, "rome_siege": 1.5 }; 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 27, 2017 Author Report Share Posted August 27, 2017 10 hours ago, fatherbushido said: It seems there is some fallback to athen in maps/random/rmgen/wall_builder.js You might look at adding your civ to the abobe block in the previous file. var wallScaleByType = { "athen": 1.5, "brit": 1.5, "cart": 1.8, "gaul": 1.5, "iber": 1.5, "mace": 1.5, "maur": 1.5, "pers": 1.5, "ptol": 1.5, "rome": 1.5, "sele": 1.5, "spart": 1.5, "rome_siege": 1.5 }; var wallScaleByType = { "athen": 1.5, "brit": 1.5, "cart": 1.8, "chin": 1.5, "epir": 1.5, "gaul": 1.5, "iber": 1.5, "imp": 1.5, "kush": 1.5, "mace": 1.5, "maur": 1.5, "pers": 1.5, "ptol": 1.5, "rome": 1.5, "sele": 1.5, "spart": 1.5, "theb": 1.5, "rome_siege": 1.5 }; 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 27, 2017 Report Share Posted August 27, 2017 I wonder if this could be done for every civ.json instead of hardcoded.there. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 5, 2017 Author Report Share Posted September 5, 2017 Getting this the past couple days. I don't think I've touched anything with the animations. Only happens in DE, not public. ERROR: art/animation/quadraped/Croc_death.dae: Assertion not satisfied (line 86): failed requirement "animation end frame must come after start frame" ERROR: Could not load animation 'art/animation/quadraped/Croc_death.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/Croc_death.dae): Failed loading, marked file as bad ERROR: art/animation/quadraped/Croc_run.dae: Assertion not satisfied (line 86): failed requirement "animation end frame must come after start frame" ERROR: Could not load animation 'art/animation/quadraped/Croc_run.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/Croc_run.dae): Failed loading, marked file as bad ERROR: art/animation/quadraped/Croc_walk.dae: Assertion not satisfied (line 86): failed requirement "animation end frame must come after start frame" ERROR: Could not load animation 'art/animation/quadraped/Croc_walk.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/Croc_walk.dae): Failed loading, marked file as bad ERROR: art/animation/quadraped/Croc_attack.dae: Assertion not satisfied (line 86): failed requirement "animation end frame must come after start frame" ERROR: Could not load animation 'art/animation/quadraped/Croc_attack.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/Croc_attack.dae): Failed loading, marked file as bad ERROR: art/animation/quadraped/Croc_idle1.dae: Assertion not satisfied (line 86): failed requirement "animation end frame must come after start frame" ERROR: Could not load animation 'art/animation/quadraped/Croc_idle1.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/Croc_idle1.dae): Failed loading, marked file as bad ERROR: art/animation/quadraped/Croc_idle2.dae: Assertion not satisfied (line 86): failed requirement "animation end frame must come after start frame" ERROR: Could not load animation 'art/animation/quadraped/Croc_idle2.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/Croc_idle2.dae): Failed loading, marked file as bad ERROR: art/animation/quadraped/Croc_idle3.dae: Assertion not satisfied (line 86): failed requirement "animation end frame must come after start frame" ERROR: Could not load animation 'art/animation/quadraped/Croc_idle3.dae' ERROR: CSkeletonAnimManager::GetAnimation(art/animation/quadraped/Croc_idle3.dae): Failed loading, marked file as bad Quote Link to comment Share on other sites More sharing options...
s0600204 Posted September 5, 2017 Report Share Posted September 5, 2017 I can't say I fully understand why, but it appears to be a conflict/problem with the file "art/skeletons/Trebuchet.xml" added to Delenda Est in commit id d34479ebc748 "Lots of Kushite stuff." This commit/file also causes errors when trying to load `fauna_shark`. In addition, the `fauna_walrus` and `fauna_elephant_asian_infant` also give errors in DE and not in vanilla, but these appear to be issues with their templates. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 6, 2017 Author Report Share Posted September 6, 2017 10 hours ago, s0600204 said: I can't say I fully understand why, but it appears to be a conflict/problem with the file "art/skeletons/Trebuchet.xml" added to Delenda Est in commit id d34479ebc748 "Lots of Kushite stuff." This commit/file also causes errors when trying to load `fauna_shark`. In addition, the `fauna_walrus` and `fauna_elephant_asian_infant` also give errors in DE and not in vanilla, but these appear to be issues with their templates. Okay, thanks. That is super weird. Why would the trebuchet skeleton have an impact on a different skeleton? I wonder. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 6, 2017 Report Share Posted September 6, 2017 Similar bone structure. The autodetection is cool and a pain at the same time. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 10, 2017 Report Share Posted September 10, 2017 (edited) Actually there is a ticket for wall placement not being generic and a pain for mods. https://trac.wildfiregames.com/ticket/2944 Maybe @FeXoR will have some time to finish it & put it on Phabricator. EDIT : Also https://trac.wildfiregames.com/ticket/2631 They look similar though. Edited September 10, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 11, 2017 Author Report Share Posted September 11, 2017 Two issues I'm having. I'm sure I have some deprecated file somewhere. Glory is not being looted anymore. I once had this working, but now I'm not sure why it doesn't work anymore. All units have a little Glory as loot when they die. Not working. Wonder of the Ages aura does not work to increase the pop cap anymore. When you build or capture a Wonder, it's supposed to raise your pop cap by 10%. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 13, 2017 Author Report Share Posted September 13, 2017 On 9/11/2017 at 6:19 AM, wowgetoffyourcellphone said: Two issues I'm having. I'm sure I have some deprecated file somewhere. Glory is not being looted anymore. I once had this working, but now I'm not sure why it doesn't work anymore. All units have a little Glory as loot when they die. Not working. Wonder of the Ages aura does not work to increase the pop cap anymore. When you build or capture a Wonder, it's supposed to raise your pop cap by 10%. Anyone with the mod confirm? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2017 Author Report Share Posted September 24, 2017 Bump. @Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 24, 2017 Report Share Posted September 24, 2017 works fine 2- Wonder of the Age i cant confirm right now. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2017 Author Report Share Posted September 24, 2017 (edited) 40 minutes ago, Lion.Kanzen said: works fine 2- Wonder of the Age i cant confirm right now. Yep, I tested the glory loot again and it works. Wonder of the Ages doesn't work though. Edited September 24, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2017 Author Report Share Posted September 24, 2017 (edited) On 9/11/2017 at 6:19 AM, wowgetoffyourcellphone said: Two issues I'm having. I'm sure I have some deprecated file somewhere. Glory is not being looted anymore. I once had this working, but now I'm not sure why it doesn't work anymore. All units have a little Glory as loot when they die. Not working. Wonder of the Ages aura does not work to increase the pop cap anymore. When you build or capture a Wonder, it's supposed to raise your pop cap by 10%. 12 hours ago, Lion.Kanzen said: works fine 2- Wonder of the Age i cant confirm right now. 11 hours ago, wowgetoffyourcellphone said: Yep, I tested the glory loot again and it works. Wonder of the Ages doesn't work though. I think I figured it out. At one point, the line "type": "global", Was changed to "type": "player", In the Public mod. Or maybe it was always that way. I'm not sure. Any rate, "type": "global" worked at one point for the aura, but now does not. so, I changed DE's aura to player from global and it works. Now I'm wondering if I have other auras with type global that do not work and I haven't noticed. Edited September 24, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted September 24, 2017 Report Share Posted September 24, 2017 https://trac.wildfiregames.com/wiki/Aura_Templates Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2017 Author Report Share Posted September 24, 2017 1 minute ago, fatherbushido said: https://trac.wildfiregames.com/wiki/Aura_Templates Yes, already have that bookmarked. At one point, global worked for the aura. Now it does not. Or maybe I changed it to global accidentally. Don't know. All I know is that the aura used to work, stopped working, I changed it to player and now it works again. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted September 24, 2017 Report Share Posted September 24, 2017 Yes it worked. Now if you want an aura that affect a component of a player entity (for example for pop cap), you need that type. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 30, 2017 Report Share Posted September 30, 2017 I have a copy of the mod is someone else want developing by his own. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 30, 2017 Report Share Posted September 30, 2017 nevermind. Michael left this in the repo. Quote his repository exists only as an archive for the now-defunct development of Delenda Est, a mod for 0 A.D. Empires Ascendant. I did not delete this archive so that other modders may have access to the files contained within. Quote Link to comment Share on other sites More sharing options...
sphyrth Posted September 30, 2017 Report Share Posted September 30, 2017 I'd rather have someone else fork this project than have someone else (other than the original team members) take over. But I'm not sure about the licensing issues. Quote Link to comment Share on other sites More sharing options...
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