The Undying Nephalim Posted August 13, 2017 Author Report Share Posted August 13, 2017 12 minutes ago, Lion.Kanzen said: You have another form to contact, a website a twitter a Moddb page? many are intrigued by this mod and are excited, so they have questions... I have a discord channel at the moment, though it was originally meant for the Total War version of the mod: https://discord.gg/TyhvujD 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 14, 2017 Author Report Share Posted August 14, 2017 (edited) I have a question In Atlas, all of my entities show up only if I put them in the matching folders (Units for units, Structures for structure, etc). The problem is I have much more organization for my files, each faction has its own unit and structure folder (for example, simulation/templates/units/hylian). None of them show up in Atlas as entities when they are in their own organized folders. Is there a way to get Atlas to look in these folders instead of being limited to Units and Structures? Edited August 14, 2017 by The Undying Nephalim 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 14, 2017 Report Share Posted August 14, 2017 You need to make changes to the code I think those path are hard coded. 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 15, 2017 Author Report Share Posted August 15, 2017 1 hour ago, stanislas69 said: You need to make changes to the code I think those path are hard coded. That's a bit unfortunate, and kind of weird since actor files show up in Atlas fine even when in their own folders. Not too big of a deal though I'm kind of wondering though, how does one set a map in Atlas to be a Skirmish map instead of Scenario? Quote Link to comment Share on other sites More sharing options...
leper Posted August 15, 2017 Report Share Posted August 15, 2017 You need to add a few lines to simulation/data/placeablesFilter.json. I do however dislike that we do have to explicitly specify most things there, so I guess we should change the code to either allow recursive inclusions, or invert the logic and only specify things (using wildcards) that should be excluded. I think I prefer the latter option. When saving there's two tabs "Scenarios" and "Skirmishes", select the latter and save. 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 15, 2017 Author Report Share Posted August 15, 2017 Another question, is there a way to make it so a specific music theme plays first when you are a faction, and then randomize the rest of the music like at the main menu? I tried replicating the way it's done for the main menu music, but the civ's json file will no longer load: "Music": ["hylian_theme1.ogg" , "Type":"peace"].concat(shuffleArray([ "hylian_ambient1.ogg", "Type":"peace", "hylian_ambient2.ogg", "Type":"peace", "hylian_ambient3.ogg", "Type":"peace", "hylian_ambient4.ogg", "Type":"peace", "hylian_battle1.ogg", "Type":"battle", "hylian_battle2.ogg", "Type":"battle", "hylian_battle3.ogg", "Type":"battle", ])), 1 Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted August 15, 2017 Report Share Posted August 15, 2017 (edited) 16 hours ago, The Undying Nephalim said: I tried replicating the way it's done for the main menu music, but the civ's json file will no longer load JSON is a data format, you can't write code (i.e. call 'concat' and 'shuffleArray') there. What civ json files do is they define civ-specific collections of tracks. These collections are used in music.js , which is a part of the music manager as far as I understand. music.js is apparently where you saw the main menu track-related logic and that's probably what you have to modify to achieve your goal. As you can see, in 'resetTracks' state-specific playlists are filled with default tracks, then civ-specific collections are added into the playlists in 'storeTracks' and finally 'updateState' starts playing the state-specific playlist. For the 'MENU' state playlist is played as is (unshaffled) and 'Honor_Bound.ogg' is always the first track in it (due to code in 'resetTracks'). For other states playlists are shuffled. So, unless I've missed something, you can: 1. remove the default peace tracks from 'resetTracks' 2. shuffle only second and subsequent tracks for the 'PEACE' state in 'updateState' what should result in the first peace track from civ json to always play first and other ones being shuffled. Edited August 15, 2017 by fcxSanya Fixed a typo Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 15, 2017 Author Report Share Posted August 15, 2017 (edited) EDIT: Figured it out. Edited August 16, 2017 by The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 16, 2017 Author Report Share Posted August 16, 2017 And here we have a first look: 8 Quote Link to comment Share on other sites More sharing options...
Guest Aragorn Posted August 16, 2017 Report Share Posted August 16, 2017 Congratulations for your mod, it looks very nice. I have 2 questions about the futur features of hyrule conquest : - Are you planning to remove the building limits? I find that this limit removes a big part of strategy to the game. We can no longer occupy the space as our wishes. In addition, it removes all the exploration aspect of the game. In the age of empires games, exploration is very important: it allows you to grab the best places on the map. In 0ad this is impossible because of the territory boundary. - Could you add a system of choice of technologies and units as in age of mythology (when changing age) and the mod delenda is? This makes it possible to increase the replayability because in function of the choices the games do not resemble each other. Moreover, this breaks the monotony of play and forces the player to make strategic choices. I think you made the right choice by changing the game engine: pyrogenis is free and constantly updated. Your game will have a greater perenniality. If you need beta testers, I'd be happy to help you. Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted August 16, 2017 Report Share Posted August 16, 2017 On 07/08/2017 at 1:16 AM, The Undying Nephalim said: On the subject of videos, does 0AD support any kind of video format for cinematics? My game has a lot of cinematics that I'd port over from from the Total War version. It would be great if mp4 or wmv formats were supported. This wasn't answered yet, right? (I don't see any follow-up discussions skimming over the subsequent posts) There are no videos, nor video support in 0 A.D. as far as I know, and I even don't remember (and can't find) any discussions or tickets related to it. I think the current (maybe somewhat vague) plan is to have in-game cinematic scenes for campaigns. On the other hand it's a somewhat basic and expected feature for a game engine. Also it's self-contained enough so shouldn't be hard to maintain. I've created a ticket (#4724 (Video playback)) and will try to do some basic research for it unless someone else would do it faster or will link to an existing implementation / discussion etc. 4 Quote Link to comment Share on other sites More sharing options...
CaptainKyros Posted August 16, 2017 Report Share Posted August 16, 2017 10 hours ago, The Undying Nephalim said: And here we have a first look: 5 hours ago, Guest Aragorn said: Congratulations for your mod, it looks very nice. I have 2 questions about the futur features of hyrule conquest : - Are you planning to remove the building limits? I find that this limit removes a big part of strategy to the game. We can no longer occupy the space as our wishes. In addition, it removes all the exploration aspect of the game. In the age of empires games, exploration is very important: it allows you to grab the best places on the map. In 0ad this is impossible because of the territory boundary. - Could you add a system of choice of technologies and units as in age of mythology (when changing age) and the mod delenda is? This makes it possible to increase the replayability because in function of the choices the games do not resemble each other. Moreover, this breaks the monotony of play and forces the player to make strategic choices. I think you made the right choice by changing the game engine: pyrogenis is free and constantly updated. Your game will have a greater perenniality. If you need beta testers, I'd be happy to help you. I would also love to be a beta tester 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2017 Report Share Posted August 16, 2017 You forgot some info. we can have a grand strategy map by turn based game. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 18, 2017 Author Report Share Posted August 18, 2017 I'm trying to make units that are able to walk from land and into water and vice versa, though I'm having a bit of a problem figuring out how. The closest I've gotten to is this bit in some of the ship templates: <UnitMotion> <PassabilityClass>ship</PassabilityClass> </UnitMotion> Is there a component file that perhaps defines Passability Classes? Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted August 18, 2017 Report Share Posted August 18, 2017 4 hours ago, The Undying Nephalim said: Is there a component file that perhaps defines Passability Classes? They are defined in pathfinder.xml and used in CCmpUnitMotion.cpp and CCmpPathfinder.cpp 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted August 18, 2017 Author Report Share Posted August 18, 2017 1 hour ago, fcxSanya said: They are defined in pathfinder.xml and used in CCmpUnitMotion.cpp and CCmpPathfinder.cpp That was almost too easy: Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 18, 2017 Report Share Posted August 18, 2017 @The Undying Nephalim You need to add a flag to units such as floatonwater or something similar. Quote Link to comment Share on other sites More sharing options...
Gocker Posted August 18, 2017 Report Share Posted August 18, 2017 Yaaay, water 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 19, 2017 Report Share Posted August 19, 2017 18 hours ago, The Undying Nephalim said: That was almost too easy: 15 hours ago, stanislas69 said: @The Undying Nephalim You need to add a flag to units such as floatonwater or something similar. The unit's actor needs this line of code: <float/> Quote Link to comment Share on other sites More sharing options...
leper Posted August 19, 2017 Report Share Posted August 19, 2017 <Position> <Floating>true</Floating> </Position> might also be useful. 2 Quote Link to comment Share on other sites More sharing options...
LordWahu Posted August 19, 2017 Report Share Posted August 19, 2017 The idea is to have units ( not these ones, these were just tests) be able to walk underwater Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 19, 2017 Report Share Posted August 19, 2017 48 minutes ago, LordWahu said: The idea is to have units ( not these ones, these were just tests) be able to walk underwater submarines? Quote Link to comment Share on other sites More sharing options...
Gocker Posted August 19, 2017 Report Share Posted August 19, 2017 Not all underwater units. There will still be plenty of swimmers I imagine. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 19, 2017 Report Share Posted August 19, 2017 57 minutes ago, fatherbushido said: submarines? Walk with iron boots in the bottom of a like/river Spoiler Quote Link to comment Share on other sites More sharing options...
Gocker Posted August 19, 2017 Report Share Posted August 19, 2017 More like entire Zora armies marching underwater to strike at what is often a highly vulnerable part of a coastal base. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.