The Undying Nephalim Posted September 30, 2018 Author Report Share Posted September 30, 2018 10 hours ago, (-_-) said: Why it's caused (speculation, haven't really tested with a fix): Mirora is first trained as a mounted hero. I might just disable that ability for the time being. I noticed many wonky things with spawning units on death, such as the AI refusing to attack those spawned units. I have many plans with units and abilities being spawned on death but I guess they'll have to be put on hold for the time being. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 4, 2018 Author Report Share Posted October 4, 2018 It's finally ready, 2 months and 3 days to finish it all. Enjoy everyone! 3 2 Quote Link to comment Share on other sites More sharing options...
Xavies Posted October 4, 2018 Report Share Posted October 4, 2018 Danmit Nephalim, your Cinematics are getting better and better. At this point they are like small movies. When i clicked on this video it was like going to a cinema with popcorn and everything. 1 Quote Link to comment Share on other sites More sharing options...
Bloodly Posted October 4, 2018 Report Share Posted October 4, 2018 (edited) "I am always here." Ah, Battle Realms. Probably not, but it's what jumped to mind, really. I vaguely wonder, however, how the missions themselves will play out. I suppose we can worry about that when the time comes to actually make them and the campaign. Which is probably years away. Edited October 4, 2018 by Bloodly 1 Quote Link to comment Share on other sites More sharing options...
MCreeper Posted October 4, 2018 Report Share Posted October 4, 2018 Just out of curiosity, how many more of mission cinematics do you plan to make? Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted October 4, 2018 Report Share Posted October 4, 2018 9 hours ago, Bloodly said: "I am always here." Ah, Battle Realms. Probably not, but it's what jumped to mind, really. I vaguely wonder, however, how the missions themselves will play out. I suppose we can worry about that when the time comes to actually make them and the campaign. Which is probably years away. Ah yes the glorious Battle Realms Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 7, 2018 Author Report Share Posted October 7, 2018 Well I got all of Ordona Province's buildings done 7 2 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 7, 2018 Author Report Share Posted October 7, 2018 I've got a bit of a question, is it possible for a unit to have different voices depending on the type of model that is spawned? I really want Ordona Province's worker to be randomized between male and female like the villagers in Age of Empires 2, but I'm sort of stuck with one voice. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 7, 2018 Report Share Posted October 7, 2018 (edited) 1 hour ago, The Undying Nephalim said: I've got a bit of a question, is it possible for a unit to have different voices depending on the type of model that is spawned? I really want Ordona Province's worker to be randomized between male and female like the villagers in Age of Empires 2, but I'm sort of stuck with one voice. Delenda Est has the same problem, because each civ has male/female citizens and slaves in the same unit. I feel like audio stuff should go in the actors, but there's probably a good reason its in the templates. Just need a way to differentiate male/female voices for the randomized actors and I think that would need to go in the actors. Anyone else have any thoughts? Is there a ticket for this? Edited October 7, 2018 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
Guest Posted October 8, 2018 Report Share Posted October 8, 2018 (edited) A hacky solution using the current system; Make a dummy unit for the citizen. Tweak ProductionQueue.js to spawn a random unit from the given two units if the queue contains the dummy unit. Something like this: worker_dummy.xml (what goes into the queue) worker_male.xml worker_female.xml Then something like this in prodqueue.js if (template == “worker_dummy”) template = pickRandom([“worker_male”, “worker_female”]); However, as mentioned before this is a very hacky approach. Edited October 8, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 8, 2018 Report Share Posted October 8, 2018 (edited) Yes, very hacky. lol Appreciated nonetheless. Edited October 8, 2018 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 8, 2018 Author Report Share Posted October 8, 2018 20 hours ago, (-_-) said: A hacky solution using the current system; I might wait until there's a less hacky solution than. One the other hand, something I don't want to wait for: On 5/27/2018 at 7:28 PM, vladislavbelov said: I'll be a little boring: it's actually possible, but with hacks Example (radioactive barrels), no engine modifies here, only shaders and material changes: But it's hacky, so I do not recommend to use it and recommend to wait until we add a clear way for the glow effect Anyone know how to pull this off? I have a few glowing units coming up for Ordona Province and they will look terribly bad without actual glow effects, I pretty much need them to sell the visuals of some of these units: Quote Link to comment Share on other sites More sharing options...
Guest Posted October 9, 2018 Report Share Posted October 9, 2018 8 hours ago, The Undying Nephalim said: Anyone know how to pull this off? I have a few glowing units coming up for Ordona Province and they will look terribly bad without actual glow effects, Additional work had been done in that area. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 9, 2018 Author Report Share Posted October 9, 2018 10 hours ago, (-_-) said: Additional work had been done in that area. Is there a way I can implement this now or do I have to wait for future versions of 0AD? I'll probably have Ordona Province complete and ready for public release in the next month. 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted October 9, 2018 Report Share Posted October 9, 2018 If it contains engine modifications, you would have to wait. I guess it is possible to do it using that hacky shader modifications. However, I have neither seen any of the code nor am familiar in the area. @vladislavbelov will know more. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 13, 2018 Author Report Share Posted October 13, 2018 (edited) Any word on the glow shader or how to get it to work? I really want to sell the glowing effects of Ordona's units like in the mock up below, they just don't look right at all without glow effects: Edited October 13, 2018 by The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 13, 2018 Report Share Posted October 13, 2018 You'd have to ask @vladislavbelov directly. He didn't want to show the code because he wants to do it the proper way whenever that may be. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 13, 2018 Report Share Posted October 13, 2018 (edited) It was deemed too hacky. But I guess that maybe ok for a mod. ===== Plus, there is no way it could be as hacky as this. Edited October 13, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 14, 2018 Report Share Posted October 14, 2018 Oh bloody Christmas. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 16, 2018 Author Report Share Posted October 16, 2018 On 10/13/2018 at 2:23 AM, stanislas69 said: You'd have to ask directly. He didn't want to show the code because he wants to do it the proper way whenever that may be. I sent a PM several days ago but no response. I don't know if I feel comfortable releasing Ordona Province with no glow effects, might have to delay a release at this rate. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 16, 2018 Report Share Posted October 16, 2018 Sorry I guess he is busy at the time. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted October 16, 2018 Report Share Posted October 16, 2018 16 hours ago, The Undying Nephalim said: I sent a PM several days ago but no response. I'm here now, I was at vacation I'll try to answer to all messages, sorry for delay. 4 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 17, 2018 Author Report Share Posted October 17, 2018 3 hours ago, vladislavbelov said: I'm here now, I was at vacation I'll try to answer to all messages, sorry for delay. No worries, I messaged ya. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2018 Report Share Posted October 18, 2018 Crude one line fix for that previously reported OOS. If I read the templates carefully, it won't mess anything up. But I do recommend testing it more than I did. But as you can see, it's not really a flexible solution. But atleast, you get the idea of how to fix it. Spoiler Index: binaries/data/mods/public/simulation/components/Health.js =================================================================== --- binaries/data/mods/public/simulation/components/Health.js (revision 21899) +++ binaries/data/mods/public/simulation/components/Health.js (working copy) @@ -331,7 +331,7 @@ return INVALID_ENTITY; // Create SpawnEntityOnDeath entity - var spawnedEntity = Engine.AddLocalEntity(this.template.SpawnEntityOnDeath); + var spawnedEntity = this.template.SpawnEntityOnDeath.indexOf("decay|") == -1 ? Engine.AddEntity(this.template.SpawnEntityOnDeath) : Engine.AddLocalEntity(this.template.SpawnEntityOnDeath); // Move to same position var cmpSpawnedPosition = Engine.QueryInterface(spawnedEntity, IID_Position); Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted October 18, 2018 Author Report Share Posted October 18, 2018 2 hours ago, (-_-) said: Crude one line fix for that previously reported OOS. If I read the templates carefully, it won't mess anything up. But I do recommend testing it more than I did. But as you can see, it's not really a flexible solution. But atleast, you get the idea of how to fix it. Awesome I'll have Exodarion check that out. In other news all of Ordona Province's buildings and units are done, just waiting to hear back on that glow shader before I record some footage of them. 1 Quote Link to comment Share on other sites More sharing options...
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