Stan` Posted July 8, 2020 Report Share Posted July 8, 2020 What's your github account name? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 8, 2020 Author Report Share Posted July 8, 2020 10 minutes ago, Stan` said: What's your github account name? mrlie58 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 10, 2020 Author Report Share Posted July 10, 2020 1. All ranged infantry units (archer, javelinist, crossbow) doing their first shot without ammo, not only the athenians_javelin) 2. the two actors "hero_infantry_archer_ashoka" and "hero_infantry_archer_amanirenas" are broken: can be quick-fixed by changing <prop actor="props/units/weapons/bow_recurve.xml" attachpoint="weapon_L"/> <prop actor="props/units/weapons/bow_bamboo_long.xml" attachpoint="weapon_L"/> to <prop actor="props/units/weapons/bow_recurve.xml" attachpoint="weapon_bow"/> <prop actor="props/units/weapons/bow_bamboo_long.xml" attachpoint="weapon_bow"/> Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 10, 2020 Author Report Share Posted July 10, 2020 The animation "attack_ranged" of actors "cavalry_archer_* (persians) are completely disharmonic: it looks really ugly ... 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 10, 2020 Report Share Posted July 10, 2020 2 hours ago, Mr.lie said: 2. the two actors "hero_infantry_archer_ashoka" and "hero_infantry_archer_amanirenas" are broken: Should be fixed now. 1. Seems to be an issue with programming :/ 3. Can only be fixed by Alexandermb Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 10, 2020 Author Report Share Posted July 10, 2020 Sorry, i forgot this: Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 10, 2020 Author Report Share Posted July 10, 2020 1 hour ago, Stan` said: Should be fixed now. 1. Seems to be an issue with programming :/ 3. Can only be fixed by Alexandermb 1. Maybe the old actorfiles from Trinketos, where he added the following, can be a starting-point to solve this issue: but the issue with this is that the actors wouldn't release the jav in the animation Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 10, 2020 Author Report Share Posted July 10, 2020 2 hours ago, Stan` said: Should be fixed now. 1. Seems to be an issue with programming :/ 3. Can only be fixed by Alexandermb to 1.: playing a bit with the attack_ranged_javelinist.xml in the following manner ... ... seems to be a possible solution the actor starts with a javelin, but getting the next ammo now doesn't match Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 10, 2020 Report Share Posted July 10, 2020 As I said the fix should occur on the programming side thanls for investigating Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 12, 2020 Author Report Share Posted July 12, 2020 On 7/8/2020 at 8:31 PM, Stan` said: Ja. Mit Git Du kannst seinen Änderungen hochladen auf Github. I can give you access Hello Stan, i've clone the milleniumad-repository and create local on my computer a branch "gameplay-a24". For the first i have change milleniumad so that it will start without errors. Therefore i have marked mainmenu_milleniumad.js and session_milleniumad.js marked as deleted (mainmenu_milleniumad.js.DELETED and session_milleniumad.js.DELETED) because except the mods milleniumad, terra_magna and aristea no more mods has this files and i was not able to figure out whether this files throws an error starting the game. For the first step i have correct the "Norse" to keep them playable with a24: i've clone the repository and create a branch "gameplay-a24" local on my computer: What have i and/or you to do next? 1 Quote Link to comment Share on other sites More sharing options...
asterix Posted July 12, 2020 Report Share Posted July 12, 2020 1 hour ago, Mr.lie said: Hello Stan, i've clone the milleniumad-repository and create local on my computer a branch "gameplay-a24". For the first i have change milleniumad so that it will start without errors. Therefore i have marked mainmenu_milleniumad.js and session_milleniumad.js marked as deleted (mainmenu_milleniumad.js.DELETED and session_milleniumad.js.DELETED) because except the mods milleniumad, terra_magna and aristea no more mods has this files and i was not able to figure out whether this files throws an error starting the game. For the first step i have correct the "Norse" to keep them playable with a24: i've clone the repository and create a branch "gameplay-a24" local on my computer: What have i and/or you to do next? @Stan` Thank you for working on this. I will look at in threads by here on forums by @Nescio e.g. how to mod or look at https://trac.wildfiregames.com/wiki/Modding_Guide Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 12, 2020 Report Share Posted July 12, 2020 55 minutes ago, asterix said: Therefore i have marked mainmenu_milleniumad.js and session_milleniumad.js marked as deleted ( Yeah those need to be replaced by something else, for the code has changed since then. Thanks for your work I believe you could try to merge Quote Link to comment Share on other sites More sharing options...
asterix Posted July 12, 2020 Report Share Posted July 12, 2020 @Mr.lie you can try to make https://github.com/0ADMods/millenniumad/pulls the thing that Stan mentioned I will correct Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 12, 2020 Author Report Share Posted July 12, 2020 i think, the "Carolingians" would be also fit for a24 ... except the placeholder for fortress, workshop, range and stable ... Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 12, 2020 Author Report Share Posted July 12, 2020 First match caro vs. norse (KI only) seems to run without errors: Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 13, 2020 Report Share Posted July 13, 2020 Thanks for the fixes! I merged them. Note for the future though, we use 2 spaces for indentation not tabs Try also to make changes smaller if you can. 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 13, 2020 Author Report Share Posted July 13, 2020 Today i let all 5 factions from milleniumad play (all KI) and it run without errors: 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 13, 2020 Author Report Share Posted July 13, 2020 Last night i let all 5 factions from milleniumad (all KI) play for more than 5 hours - norse has won Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 13, 2020 Author Report Share Posted July 13, 2020 Today i tried to edit the Productlabel (upper-left) by creating the "ProjectInformation_milleniumad.js" but the result is not so good: I think therefore you are more expert ... Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 13, 2020 Report Share Posted July 13, 2020 Interesting, it would seem we are missing some characters with umlauts Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 13, 2020 Author Report Share Posted July 13, 2020 Hi Stan, not all changes are merged, missing the second pull-request Maybe i've make some error Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 14, 2020 Author Report Share Posted July 14, 2020 On 7/13/2020 at 10:35 AM, Stan` said: Thanks for the fixes! I merged them. Note for the future though, we use 2 spaces for indentation not tabs Try also to make changes smaller if you can. 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 15, 2020 Author Report Share Posted July 15, 2020 On 7/10/2020 at 5:18 PM, Mr.lie said: The animation "attack_ranged" of actors "cavalry_archer_* (persians) are completely disharmonic: it looks really ugly ... I think i have to correct this. It seems, the animations are correct, but Atlas makes the difference playing the animation with the entity or with the actor. Please take a look at the video: first i play the animation with the entity, then with the related actor. Except the fact, that the actor starts without a ammo, all seems to be fine. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 15, 2020 Report Share Posted July 15, 2020 Indeed the animation is based on the templates when a repeattime is specified, while it's based on the actor file when there is no template. Unfortunately changing this change balancing Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 15, 2020 Report Share Posted July 15, 2020 Is there a quick and easy way to find the intended animation time? Template values can be adjusted. Quote Link to comment Share on other sites More sharing options...
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