Stan` Posted November 23, 2019 Report Share Posted November 23, 2019 I don't think that is possible sadly. What you could do is sync you anims properly though @Alexandermb might have some more insight... A sound system overhaul is long due... Quote Link to comment Share on other sites More sharing options...
asterix Posted November 24, 2019 Report Share Posted November 24, 2019 Civ. Lizalfos overview 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 24, 2019 Report Share Posted November 24, 2019 On 11/23/2019 at 6:29 AM, The Undying Nephalim said: I think I had asked this question before, but I can't seem to find it looking back so I'll ask anyway just in case. Is there a way to disable event sounds in animations for specific attached props to an actor? I'm running into a problem where I have actors with multiple props that play multiple copies of attack sounds, with expectedly jarring results. I've made copies of Variants that deleted the event= in attack animations, but now animations between the actor and all its attached props play completely out of sync, even though all the attack animations have the appropriate ID's. Is there a way to disable event sounds to attached props, or keep animations between multiple props that use different Variants in sync, or am I stuck with my unit playing 5 copies of an attack sound each time it attacks and blowing out my speakers? Do they have the same starting frame, frame lenght and FPS (24 or 30)? If that so they should be sync deleting event but all of them shouldn't have event so maybe placing the event on an empty prop whitout animation. Haven't faced this problem yet but sounds like an issue in a future for other actors. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 24, 2019 Author Report Share Posted November 24, 2019 5 hours ago, Alexandermb said: Do they have the same starting frame, frame lenght and FPS (24 or 30)? If that so they should be sync deleting event but all of them shouldn't have event so maybe placing the event on an empty prop whitout animation. Haven't faced this problem yet but sounds like an issue in a future for other actors. Yes, they both use the exact same skeleton and the same animations. The animations are completely in-sync until I removed "event=0.5" from one variant of the animations. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 25, 2019 Author Report Share Posted November 25, 2019 Random question time! I seem to recall somewhere that in 0AD Roman heroes could capture or convert enemy units. I can't seem to find any evidence that this is or was a feature in the game. If this was a feature that was cut, how was it used in template files and how can I give a unit the ability to convert enemy units? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 25, 2019 Report Share Posted November 25, 2019 1 hour ago, The Undying Nephalim said: Random question time! I seem to recall somewhere that in 0AD Roman heroes could capture or convert enemy units. I can't seem to find any evidence that this is or was a feature in the game. If this was a feature that was cut, how was it used in template files and how can I give a unit the ability to convert enemy units? Planned feature... @fatherbushido works in that feature for the other team 0 A.D fork. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 25, 2019 Report Share Posted November 25, 2019 9 hours ago, The Undying Nephalim said: Yes, they both use the exact same skeleton and the same animations. The animations are completely in-sync until I removed "event=0.5" from one variant of the animations. What if you put event="0.0" ? Quote Link to comment Share on other sites More sharing options...
ekjc Posted November 25, 2019 Report Share Posted November 25, 2019 16 hours ago, The Undying Nephalim said: Random question time! I seem to recall somewhere that in 0AD Roman heroes could capture or convert enemy units. I can't seem to find any evidence that this is or was a feature in the game. If this was a feature that was cut, how was it used in template files and how can I give a unit the ability to convert enemy units? The capture mechanic could be used to develop the prison projects according to the Nephi canon. Examples: Hyrule = ("Prisoners of War" tech) Become miners. Gerudo = (Ayloch Prison Complex) Become forced laborers and/or XXX slaves to increase the population. Goron = (Death Mountain Prison Camp) Become miners. Sheikah = (Torture Chamber / Prison Chamber) Gain information of the enemy like theirs resources quantity / they could become Devourers. Darknut = (Fighting Pit) Gain some experience by fighting against the prisoners of war (unless it's Impa hehehe). Lizalfos = Can sacrifice them in the Altar or by the Shaman to gain food. Could make Grub Growers produce food faster or the Carcass Launcher cheaper. (Lizalfos Prison) Could be resold to the enemy by rupees. Moblins = (Pain Punishing Prison) Gain information of the enemy or be resold to the enemy by rupees. Deku Scrubs = Don't know, but they have a Deku Prison and a Boiling Cauldron. Wizzrobes = Don't know , but they have a Magic Prison. Fairies = Don't know , but they have a Midden (like an incinerator). Labrynna = Is a slave based faction, so go wild. Gohma = More food than the corpses. Stalfos = More army. 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 25, 2019 Author Report Share Posted November 25, 2019 14 hours ago, Stan` said: What if you put event="0.0" ? The attack animations are still completely out of sync unless it's the same value. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 25, 2019 Report Share Posted November 25, 2019 what if you use load instead of event in the whole hierarchy @The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 25, 2019 Author Report Share Posted November 25, 2019 3 minutes ago, Stan` said: what if you use load instead of event in the whole hierarchy @The Undying Nephalim Naw, the attack animations are still out of sync. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 26, 2019 Report Share Posted November 26, 2019 Argh. @Alexandermb Any other ideas ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 26, 2019 Report Share Posted November 26, 2019 23 minutes ago, Stan` said: Argh. @Alexandermb Any other ideas ? Umh, maybe deleting the whole event but i guess that would also get them unsync. Why this only applies with this actor in particular and not with every single prop we have sync? like horse peytrals, hair, Even bows should play double sound. Something is different. If issue persist, actor or variants should have another Tag for Sound or disable anything that could cause an issue if duplicated.@The Undying Nephalim Can i have a look at the actor xml files please? only the actors, (if the whole item with template are included of ccourse it will help but i just want to have a look at the actor and see what is different from any other synced actors). Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted November 26, 2019 Author Report Share Posted November 26, 2019 40 minutes ago, Alexandermb said: @The Undying Nephalim Can i have a look at the actor xml files please? only the actors, (if the whole item with template are included of ccourse it will help but i just want to have a look at the actor and see what is different from any other synced actors). Here's one of the actors and the attached prop: lizalfos_helmasaurking_b.xml lizalfos_helmasaurking_mask.xml Quote Link to comment Share on other sites More sharing options...
asterix Posted November 27, 2019 Report Share Posted November 27, 2019 Heroes and Titans 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted December 2, 2019 Author Report Share Posted December 2, 2019 I've got another question. I've recently been migrating from Windows 7 to Windows 10, and while 0AD seems to work fine there's a huge series of errors it throws up when I start the exe. Is this anything I should worry about? Spoiler Assertion failed: "cache.Validate()" Location: cache.cpp:43 (x86_x64::AddCache) Call stack: x86_x64::AddCache (cache.cpp:43) cache = 0x016FE620 -> m_Level = 3 (0x00000003) m_Type = kUnified m_NumEntries = 524288 (0x00080000) m_EntrySize = 64 (0x00000040) m_Associativity = 0 (0x00000000) m_SharedBy = 1 (0x00000001) x86_x64::AMD::DetectCacheAndTLB (cache.cpp:202) regs = eax = 24110732 (0x016FE68C) ebx = 18687171 (0x011D24C3) ecx = 24110732 (0x016FE68C) edx = 18567887 (0x011B52CF) x86_x64::DetectCacheAndTLB (cache.cpp:624) descriptorFlags = 0 (0x00000000) ModuleInit (module_init.cpp:47) initState = 0x012F9DD4 -> 4294867266 (0xFFFE7942) init = 0x011D23F0 -> (x86_x64::DetectCacheAndTLB) x86_x64::Caches (cache.cpp:654) idxCache = 2 (0x00000002) initState = 4294867266 (0xFFFE7942) topology::DetermineCachesProcessorMask (topology.cpp:392) cachesProcessorMask = 0x012F8654 -> 0 (0x00000000) numCaches = 0x012F85D0 -> 0 (0x00000000) cacheRelations = m_caches = (vector<topology::CacheRelations::SharedCache >) topology::InitCacheTopology (topology.cpp:450) ModuleInit (module_init.cpp:47) initState = 0x012F85CC -> 4294867266 (0xFFFE7942) init = 0x011B6150 -> (topology::InitCacheTopology) topology::NumCaches (topology.cpp:457) RunHardwareDetection (hwdetect.cpp:310) LINE_202_ = m_t0 = 0.43231 (0x3FDBAAF702E1330C) m_description = 0x0127EB84 -> "RunHardwareDetection" rq = mContext = 0x084A0DD0 -> (JSContext) global = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x81818080 -> (unavailable - internal error) prev = 0x83838282 -> (js::RootedBase<void *>) stack = (unavailable - internal error) prev = (unavailable - internal error) ptr = (unavailable - internal error) ptr = data = asBits = -8680821844409482108 (0x8787868685858484) s = { payload = i32 = 2240119940 (0x85858484) u32 = 2240119940 (0x85858484) boo = 2240119940 (0x85858484) str = 0x85858484 -> (JSString) sym = 0x85858484 (see above) obj = 0x85858484 (see above) cell = 0x85858484 (see above) ptr = 0x85858484 (see above) why = -2054847356 word = 2240119940 (0x85858484) uintptr = 2240119940 (0x85858484) , tag = -2021161338 } asDouble = -2.17437e-272 (0x8787868685858484) asPtr = 0x85858484 (see above) caps3 = 2139061886 (0x7F7F7E7E) un = sysname = "Win8.1" nodename = "DESKTOP-2J3RFH2" release = [9] { 0, 189, 189, 190, 190, 191, 191, 192, 192 } version = "6.3.9200" machine = "x86" file = m_Buffer = (shared_ptr<unsigned char>) m_BufferSize = 12383 (0x0000305F) code = (unsupported basic_string<char,char_traits<char> >) tmpVal = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x8D8D8C8C -> (unavailable - internal error) prev = 0x8F8F8E8E -> (js::RootedBase<void *>) stack = (unavailable - internal error) prev = (unavailable - internal error) ptr = (unavailable - internal error) ptr = data = asBits = -7812739770352562032 (0x9393929291919090) s = { payload = i32 = 2442236048 (0x91919090) u32 = 2442236048 (0x91919090) boo = 2442236048 (0x91919090) str = 0x91919090 -> (JSString) sym = 0x91919090 (see above) obj = 0x91919090 (see above) cell = 0x91919090 (see above) ptr = 0x91919090 (see above) why = -1852731248 word = 2442236048 (0x91919090) uintptr = 2442236048 (0x91919090) , tag = -1819045230 } asDouble = -2.27107e-214 (0x9393929291919090) asPtr = 0x91919090 (see above) caps0 = 2105375868 (0x7D7D7C7C) scriptInterface = m_CxPrivate = { pScriptInterface = 0x016FE790 -> m_CxPrivate = { pScriptInterface = 0x016FE790 (see above), pCBData = 0x97979696 } m = (unique_ptr<ScriptInterface_impl,default_delete<ScriptInterface_impl> >) m_rng = 0x9B9B9A9A -> lcf = _x = (unavailable - internal error) m_CustomObjectTypes = (unsupported map<basic_string<char,char_traits<char> >,ScriptInterface::CustomType >) , pCBData = 0x97979696 (see above) } m = (unique_ptr<ScriptInterface_impl,default_delete<ScriptInterface_impl> >) m_rng = 0x9B9B9A9A (see above) m_CustomObjectTypes = (unsupported map<basic_string<char,char_traits<char> >,ScriptInterface::CustomType >) settings = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x084A0E04 -> 0x016FE7AC -> (js::RootedBase<void *>) stack = 0x084A0E04 (see above) prev = 0x00000000 ptr = 0x07D61A60 prev = 0x00000000 ptr = data = asBits = -515264603552 (0xFFFFFF8807D61A60) s = { payload = i32 = 131471968 (0x07D61A60) u32 = 131471968 (0x07D61A60) boo = 131471968 (0x07D61A60) str = 0x07D61A60 (see above) sym = 0x07D61A60 (see above) obj = 0x07D61A60 (see above) cell = 0x07D61A60 (see above) ptr = 0x07D61A60 (see above) why = 131471968 word = 131471968 (0x07D61A60) uintptr = 131471968 (0x07D61A60) , tag = -120 } asDouble = -1.#QNAN (0xFFFFFF8807D61A60) asPtr = 0x07D61A60 (see above) caps2 = 2307491976 (0x89898888) caps1 = 2341177994 (0x8B8B8A8A) InitGraphics (gamesetup.cpp:1004) args = (unavailable) flags = (unavailable) installedMods = (unavailable) profilerGPUEnable = (bool)0x90 setup_vmode = true context = [2048] 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) 211 (0xD3) 232 (0xE8) 19 (0x13) 118 (0x76) 251 (0xFB) 222 (0xDE) 35 (0x23) 130 (0x82) ... buf = [500] 61972 367 16 256 1792 392 100 ('d') 0 61748 367 16 0 ... context = [2048] 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) 211 (0xD3) 232 (0xE8) 19 (0x13) 118 (0x76) 251 (0xFB) 222 (0xDE) 35 (0x23) 130 (0x82) ... context = [2048] 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) 1 (0x01) 0 (0x00) 0 (0x00) 0 (0x00) 211 (0xD3) 232 (0xE8) 19 (0x13) 118 (0x76) 251 (0xFB) 222 (0xDE) 35 (0x23) 130 (0x82) ... rq = mContext = 0x00000086 setup_gui = (bool)0xA0 data = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x00000000 prev = 0x00020019 -> (js::RootedBase<void *>) stack = (unavailable - internal error) prev = (unavailable - internal error) ptr = (unavailable - internal error) ptr = data = asBits = -8240974868612388480 (0x8DA22D05016FE980) s = { payload = i32 = 24111488 (0x016FE980) u32 = 24111488 (0x016FE980) boo = 24111488 (0x016FE980) str = 0x016FE980 -> (JSString) sym = 0x016FE980 (see above) obj = 0x016FE980 (see above) cell = 0x016FE980 (see above) ptr = 0x016FE980 (see above) why = 24111488 word = 24111488 (0x016FE980) uintptr = 24111488 (0x016FE980) , tag = -1918751483 } asDouble = -5.32388e-243 (0x8DA22D05016FE980) asPtr = 0x016FE980 (see above) scriptInterface = (shared_ptr<ScriptInterface>) e = 0x00000000 RunGameOrAtlas (main.cpp:632) argc = 1 (0x00000001) argv = 0x03580008 -> 0x03580028 -> "D:\Program Files (x86)\0 A.D. alpha\binaries\system\pyrogenesis.exe" replayFile = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 47 ('/') modsToInstall = (unsupported vector<Path >) scriptEngine = (Singleton<ScriptEngine>) m_Runtimes = (unsupported list<JSRuntime const * >) args = m_Args = (unsupported vector<pair<CStr8,CStr8> >) m_Arg0 = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 92 ('\') m_ArgsWithoutName = (unsupported vector<CStr8 >) res = 2.78319e-010 (0x3DF3203D22A75AC2) modPath = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 60713 paths = m_root = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 600 m_rdata = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 32 (' ') m_gameData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_userData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 1 m_config = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 5 m_cache = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 80 ('P') m_logs = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 44494 replay = m_Stream = 0x3DF3203D -> (basic_istream<char,char_traits<char> >) mod = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 zip = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 8224 mods = (unsupported vector<CStr8 >) paths = m_root = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 65311 m_rdata = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_gameData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 63084 m_userData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 46966 m_config = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_cache = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 10784 m_logs = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 builder = m_VFS = (shared_ptr<IVFS>) m_Files = (unsupported vector<Path >) m_TempDir = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 80 ('P') m_NumBaseMods = 2008591822 (0x77B8ADCE) installedMods = (unsupported vector<CStr8 >) installer = m_VFS = (shared_ptr<IVFS>) m_ModsDir = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 39320 m_TempDir = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 3000 m_CacheDir = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 2 m_InstalledMods = (unsupported vector<CStr8 >) paths = m_root = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 65311 m_rdata = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_gameData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 63084 m_userData = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 46966 m_config = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 m_cache = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 10784 m_logs = path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) separator = 0 SDL_main (main.cpp:680) argc = 1 (0x00000001) argv = 0x03580008 (see above) main_utf8 (sdl_windows_main.c:126) argc = 1 (0x00000001) argv = 0x03580008 (see above) wmain (sdl_windows_main.c:151) argc = 1 (0x00000001) wargv = 0x018FD3B0 -> 0x018FD3B8 -> 68 (0x0044) wenvp = 0x01907FA8 -> 35672 (0x8B58) argv = 0x03580008 (see above) retval = 0 (0x00000000) i = 1 (0x00000001) CallStartupWithinTryBlock (wseh.cpp:364) ret = 18474832 (0x0119E750) RtlGetAppContainerNamedObjectPath (:0) RtlGetAppContainerNamedObjectPath (:0) errno = 0 (No error reported here) OS error = 203 (The system could not find the environment option that was entered.) 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smiley Posted December 2, 2019 Report Share Posted December 2, 2019 Any chance you upgraded your PC? I recall someone uploading a patch. Not sure if it was committed. Regardless, you would have to wait for A24 I suppose. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 2, 2019 Report Share Posted December 2, 2019 On 11/14/2019 at 10:12 PM, Angen said: hi @matricea place these files in the same folder as pyrogenesis.exe msvcp140.dll 429.8 kB · 2 downloads mozjs38-ps-release-vc140.dll 3.77 MB · 2 downloads vcruntime140.dll 81.82 kB · 3 downloads On 11/12/2019 at 9:16 PM, Stan` said: Can you try this ? Extract it then replace the file pyrogenesis.zip 1.63 MB · 9 downloads Using this patched version you should be able to play. You need to copy the four files. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted December 2, 2019 Author Report Share Posted December 2, 2019 14 minutes ago, Stan` said: Using this patched version you should be able to play. You need to copy the four files. That seems to have made it worse: Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 2, 2019 Report Share Posted December 2, 2019 libvorbisfile.dll Add this to the folder Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted December 2, 2019 Author Report Share Posted December 2, 2019 6 minutes ago, Stan` said: libvorbisfile.dll Add this to the folder I'm still getting the same error. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 2, 2019 Report Share Posted December 2, 2019 Can you show me your folder? You need to copy the fourfiles in something like %localappdata%\0 A.D. alpha\binaries\system Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted December 2, 2019 Author Report Share Posted December 2, 2019 9 minutes ago, Stan` said: Can you show me your folder? You need to copy the fourfiles in something like %localappdata%\0 A.D. alpha\binaries\system I've got all four file and the new pyrogenesis.exe in there Spoiler If this don't work ill just stick with my old windows 7 PC until alpha 24. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 2, 2019 Report Share Posted December 2, 2019 How do you launch the game? Do you have multiple instances of 0 A.D. installed? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted December 3, 2019 Author Report Share Posted December 3, 2019 15 hours ago, Stan` said: How do you launch the game? Do you have multiple instances of 0 A.D. installed? I just start it up by double clicking on pyrogenesis.exe. Just to make sure it was noted, before I got these 4 files and the modified .exe the game runs perfectly fine as long as I click Continue on those startup crashes. There doesn't seem to be anything wrong with 0AD after I skip through those. 1 Quote Link to comment Share on other sites More sharing options...
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