wowgetoffyourcellphone Posted November 12, 2017 Report Share Posted November 12, 2017 6 hours ago, SirPope said: except for the stupid tech in the beginning Awesome tech you mean. 2 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 13, 2017 Author Report Share Posted November 13, 2017 Blast, it's looking like the Zora base building method is going to need new components despite my initial hopes. So... I'm trying to make it so the Zora buildings are all interconnected by aqueducts , and interspersed between aqueducts are empty pools that buildings are forced to be built upon. Making the Aqueduct system was easy enough; just copy the walls, replace all the wall segments with the aqueducts and the towers with the empty building slot pools. Problems however: 1) How do you make it so that walls (or in this case the aqueduct) Snap to the center of buildings other then a preexisting wall tower? I want is so the player is forced to build an Aqueduct from a preexisting Civic Center or building, but it seems to be limited to either the proper terrain or a pre-existing tower segment. 2) Similar to the goron building problem, is there any instruction on how to make it so workers can only build building on top of slots instead of terrain? 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 13, 2017 Report Share Posted November 13, 2017 You could make the "wall tower" pools have an upgrade option for each build type. A good halfway measure? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 13, 2017 Author Report Share Posted November 13, 2017 11 minutes ago, wowgetoffyourcellphone said: You could make the "wall tower" pools have an upgrade option for each build type. A good halfway measure? That's the backup plan if I can't get help before the next version is ready. Does the 0.22 AI know how to handle upgrading buildings instead of building them with workers though? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 13, 2017 Report Share Posted November 13, 2017 43 minutes ago, The Undying Nephalim said: That's the backup plan if I can't get help before the next version is ready. Does the 0.22 AI know how to handle upgrading buildings instead of building them with workers though? No, it does not. Quote Link to comment Share on other sites More sharing options...
SirPope Posted November 14, 2017 Report Share Posted November 14, 2017 Is it possible to edit the terrain with a building? You could then make the building's 'docks' basically. The AI might be able to manage that I think. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 14, 2017 Report Share Posted November 14, 2017 If you mean flatten it, no it is not possible. There was an implementation some time ago. It was dropped because it's old and mostly because that means the map data would have to be serialized over clients. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 14, 2017 Author Report Share Posted November 14, 2017 Unfortunate, I suppose in the next version the Zora and Gorons will just be stuck with the standard build scheme. Maybe some day a brave coder will make the aqueducts possible. Maybe someone could at least walk me through making components files to make something like this possible? With a bit of education I might be able to pull this off myself. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 14, 2017 Report Share Posted November 14, 2017 (edited) 53 minutes ago, The Undying Nephalim said: Unfortunate, I suppose in the next version the Zora and Gorons will just be stuck with the standard build scheme. Maybe some day a brave coder will make the aqueducts possible. Maybe someone could at least walk me through making components files to make something like this possible? With a bit of education I might be able to pull this off myself. The best hack I can think of would be to use the wall code and upgrade code. Make a wallset where the aqueducts are the wall segments, and large generic plots are the "wall towers." Then those plots can use the upgrade feature to upgrade them to various buildings. They'd just all have to use the same obstruction size as the plots/wall towers. Nevermind, you're already trying to do that. lol Edited November 14, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
SirPope Posted November 14, 2017 Report Share Posted November 14, 2017 (edited) The thing that got me confused is can the units walk through them and what will elephants (and other big units) look like doing it? They are probably gates. So they should be able to. They will probably ignore the poles though and walk through them. Wouldn't the walls get a bit annoying. I don't think you can make the mouse ignore that there is a building there. It'd kinda suck to be forced to drag a wall to the best storehouse spot and then wait for it to be built... just to then build a storehouse and get started. You could technically program in an auto-linking wall system from building to building. Then it'd have to check for impassibility before allowing the building to be built (slow and most-likely inaccurate). It may also end up walling the player in and them not knowing where anything is. And aqueducts would only really make sense on flat land. Hills may raise eyebrow. If the ability to edit terrain was an option, I would of recommended streams and ponds being generated instead. Hills would probably lead to a problem. I really like the idea and it'd be neat to see it in action. I just don't know if it'd work out as well as you think. Edited November 14, 2017 by SirPope Someone please let the AI be aware of the upgrade feature. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 14, 2017 Author Report Share Posted November 14, 2017 The collision of the Aqueducts is like gates, yes. I've modeled and scaled the Aqueducts to be large enough for big units like the Elephants to walk under. Really huge units like Titans will have an aura that rapidly damages and destroys structures like walls and Aqueducts to simulate them just waltzing on through. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 14, 2017 Report Share Posted November 14, 2017 33 minutes ago, SirPope said: The thing that got me confused is can the units walk through them and what will elephants (and other big units) look like doing it? They are probably gates. So they should be able to. They will probably ignore the poles though and walk through them. If like gates, they can have multi-obstruction. I do this with the Roman Triumphal Arch, which allows units to walk beneath it. 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted November 17, 2017 Report Share Posted November 17, 2017 hmm ... respect to all creative minds. art is a spectacular piece of epic :-) walls are hard coded but if aquaduct approach is kept simple until some AI supports roads (plans exist) then it can work @ little maintenance if you are fine with aquaducts circling around hills or tunnelling on demand loaded sector maps reduce height serialization cost, address TW-like campaigns and finally make snow possible to the very delight of santa yippiih I already see him carve in on his sledge, reindeers in front and caesar in his backpack ready to be delivered to the senate of rome before he passes the Imperium river tztz. 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 19, 2017 Author Report Share Posted November 19, 2017 I got all the Zora buildings done, I hope I can get the aqueduct system to work before I have to put out the next release: 4 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted November 19, 2017 Report Share Posted November 19, 2017 When will you release the next release? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 19, 2017 Author Report Share Posted November 19, 2017 5 hours ago, gameboy said: When will you release the next release? By Christmas at the latest. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 24, 2017 Author Report Share Posted November 24, 2017 3 Quote Link to comment Share on other sites More sharing options...
darkinterloper Posted November 24, 2017 Report Share Posted November 24, 2017 I've been attempting to add a number of Legend of Zelda languages as custom fonts to the engine by following these tutorials: https://trac.wildfiregames.com/wiki/Font_Builder2 https://trac.wildfiregames.com/wiki/Adding_font_support And seem to have succeeded in installing and configuring Python and the associated files correctly, but am not sure how to activate "fontbuilder.py" Attempts to run "python fontbuilder.py" in the command prompt display an error, while manually running the script seems to do nothing. I've attempted a test run of the script and no font files appeared in the output directory. I'm not sure if the script needs to go somewhere in either the 0 AD files or Python directory or I messed up a previous step. on the note of the script, when I do manage to get it working, are these the correct sections in which to input new fonts? # For extra glyph support, add your preferred font to the font array Sans = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) Sans_Bold = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) Sans_Italic = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) SansMono = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) Serif = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_NO_HINTING) Serif_Bold = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_NO_HINTING) # Define the size differences used to render different fallback fonts # I.e. when adding a fallback font has smaller glyphs than the original, you can bump it dsizes = {'HanaMinA.ttf': 2} # make the glyphs for the (chinese font 2 pts bigger) fonts = ( ("mono-10", SansMono, 10, filled), ("mono-stroke-10", SansMono, 10, stroked2), ("sans-9", Sans, 9, filled), ("sans-10", Sans, 10, filled), ("sans-12", Sans, 12, filled), ("sans-13", Sans, 13, filled), ("sans-14", Sans, 14, filled), ("sans-16", Sans, 16, filled), ("sans-bold-12", Sans_Bold, 12, filled), ("sans-bold-13", Sans_Bold, 13, filled), ("sans-bold-14", Sans_Bold, 14, filled), ("sans-bold-16", Sans_Bold, 16, filled), ("sans-bold-18", Sans_Bold, 18, filled), ("sans-bold-20", Sans_Bold, 20, filled), ("sans-bold-22", Sans_Bold, 22, filled), ("sans-bold-24", Sans_Bold, 24, filled), ("sans-stroke-12", Sans, 12, stroked2), ("sans-bold-stroke-12", Sans_Bold, 12, stroked3), ("sans-stroke-13", Sans, 13, stroked2), ("sans-bold-stroke-13", Sans_Bold, 13, stroked3), ("sans-stroke-14", Sans, 14, stroked2), ("sans-bold-stroke-14", Sans_Bold, 14, stroked3), ("sans-stroke-16", Sans, 16, stroked2), ) for (name, (fontnames, loadopts), size, style) in fonts: print "%s..." % name generate_font("../../../binaries/data/mods/Hyrule/fonts/%s" % name, fontnames, loadopts, size, style, dsizes) 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 28, 2017 Author Report Share Posted November 28, 2017 A weird thing I'm running into, I'm not sure if it's a bug or not. I have an actor with multiple animated props attached to it. Every time the unit uses its ranged attack it plays additional attack sounds for each prop attached to the actor that it uses. Is there a way to limit it to just play one attack sound at a time? Quote Link to comment Share on other sites More sharing options...
Imarok Posted November 28, 2017 Report Share Posted November 28, 2017 Btw I guess you should add the public mod as dependency in your mod.json. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 29, 2017 Report Share Posted November 29, 2017 15 hours ago, The Undying Nephalim said: A weird thing I'm running into, I'm not sure if it's a bug or not. I have an actor with multiple animated props attached to it. Every time the unit uses its ranged attack it plays additional attack sounds for each prop attached to the actor that it uses. Is there a way to limit it to just play one attack sound at a time? That really shouldn't be happening. Those props are just actors right? Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 29, 2017 Report Share Posted November 29, 2017 The prop actors likely have animation values with sound cues? 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 29, 2017 Report Share Posted November 29, 2017 I love the feature to snap a building over other. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 30, 2017 Author Report Share Posted November 30, 2017 The Heroes for the Gorons and Zora: 23 hours ago, LordGood said: The prop actors likely have animation values with sound cues? Yup that was the problem, thank you for pointing that out. 4 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted December 6, 2017 Author Report Share Posted December 6, 2017 It was brought up a few weeks ago but I only just got around to it: <SharedLosTech>unlock_shared_los</SharedLosTech> How do you allow more then one tech to enable line of sight sharing? It seems to only be able to handle 1 entry. Quote Link to comment Share on other sites More sharing options...
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