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I modded the game!


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#21 SMST

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Posted 09 May 2010 - 05:18 PM

View PostYkkrosh, on May 9 2010, 07:00 PM, said:

By the way, you can use Ctrl+Alt+F2 to take high-resolution (6400x4800) screenshots and then scale them down in a paint program to emulate nice antialiasing ;)

Ah, thanks for the information. I was already wondering if the game has a integrated screenshot function.

Edit:
The next question is: Where are the screens saved? :)
Not in binaries/data/screenshots, which would be the most obvoius.

Edited by SMST, 09 May 2010 - 05:33 PM.


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#22 Ykkrosh

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Posted 09 May 2010 - 06:28 PM

Good question ;). If you're on Windows, do Start -> Run -> "%appdata%\0ad" and then look in (I think) data/screenshots/ to find them. On Linux and OS X, look in ~/.local/share/0ad/screenshots instead.

(F2 is the integrated non-big screenshot function - see binaries/data/config/default.cfg for the list of all the keys that are currently recognised.)
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#23 SMST

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Posted 09 May 2010 - 06:41 PM

Ahh, there tey are. Thanks.

Replaced the screeshot in my post with the resized new one.


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#24 SMST

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Posted 09 May 2010 - 08:39 PM

And some additional support units, in fact, male villagers and noblemen for both playable factions, perhaps for campaign purposes.
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#25 Aldandil

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Posted 10 May 2010 - 06:48 PM

Very nice screenshots! Though as usual, they break the forum frame.

One thing I noticed about the models is that most of the Greek units have no beards.
Is this usual in the game as written, or is it the result of your mod? Also, I think
Alexander's unarmored mode looks bald. I don't know if you made your own textures,
but if you can I suggest eventually adding some more hair to him. ;)

Otherwise, I think it's simply awesome that the game can already be modded, even to
a limited extent.

#26 SMST

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Posted 10 May 2010 - 07:04 PM

View PostAldandil, on May 10 2010, 08:48 PM, said:

Very nice screenshots! Though as usual, they break the forum frame.

Apologies.

Quote

One thing I noticed about the models is that most of the Greek units have no beards.
Is this usual in the game as written, or is it the result of your mod? Also, I think
Alexander's unarmored mode looks bald. I don't know if you made your own textures,
but if you can I suggest eventually adding some more hair to him. ;)

Hmm, the people in the last screen have beards, after all. And for the Sacred Band Warriors i chose the head model without beards deliberatly for this group consisted of young men only. (which were all homosexual couples btw.)

I made no new textures for this, just re-arranging the existing ones. I agree that Alexander is missing "something", but i have very limited texturing skills.^^

Quote

Otherwise, I think it's simply awesome that the game can already be modded, even to
a limited extent.

Yeah, imagine what it will be if 0 A.D. is finally released.:)

Thanks for the nice feedback, all of you!:)


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#27 Mythos_Ruler

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Posted 11 May 2010 - 04:52 PM

Hmm, Alexander doesn't look "bald" to me. he has blond hair.
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#28 blablahead

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Posted 20 June 2010 - 04:57 AM

I'm trying to get a screenshot of the unit I just modded, but I can't find it in the place Ykkrosh suggested. Anywhere else it might be?

#29 Mythos_Ruler

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Posted 20 June 2010 - 07:20 AM

This is the path for my screenshot folder:

C:\Documents and Settings\Michael\Application Data\0ad\data\screenshots

I think the final path for screenshots will be in My Documents\My Games\0 A.D.\ (for Windows users), like other games, but that hasn't been implemented. For now the screens show up in the "Application Data" folder you see there, which is a hidden folder.
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#30 blablahead

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Posted 20 June 2010 - 06:55 PM

For some reason they're not going there, so I just did Print Screen and pasted it into paint. Here is my fisrt modest attempt at modding the game: a Viking Huskarl.

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BTW, I love the Actor Editor! Can't wait for the full game to come out so I have more material to mod with.

Edited by blablahead, 20 June 2010 - 07:09 PM.


#31 SMST

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Posted 20 June 2010 - 08:20 PM

Great! I, for myself, was not able to use the Actor Editor and went for the .xml-files.

Did you do new textures for that model? (the shield looks like it)


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#32 blablahead

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Posted 20 June 2010 - 09:38 PM

Yeah the shield and helmet are retextured. The helmet looks too blue in that picture, so I made it more silver.

#33 chess007_phoenix_clan

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Posted 10 July 2010 - 01:20 AM

Will there be documentation as to the maximum and minimum values supported by the game engine? For example, I noticed a hack armor value of 9.0 in the following screen shot:

http://www.wildfiregames.com/forum/index.p...pe=post&id=2349

What is the highest value hack armor could be? Also, how many decimal places can numbers be carried out ? I.e. would 9.500 be a valid hack armor value ? Just curious as to how the game engine handles numbers.

#34 Mythos_Ruler

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Posted 10 July 2010 - 04:19 AM

No stat limits have been decided yet. Basically, 100 HPs would be good for a regular soldier, etc.
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#35 Ykkrosh

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Posted 10 July 2010 - 12:11 PM

The engine implementation doesn't impose any tight limits - most data like armour strengths is simply processed as normal JavaScript numbers (effectively 64-bit floating point), so it can handle anything up to around 10^308 and about sixteen significant digits. The GUI currently just uses JS's normal number-to-string conversion, so you can enter "9.500" in the entity XML file but it'll display as "9.5".
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#36 chess007_phoenix_clan

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Posted 11 July 2010 - 03:26 PM

The way it handles numbers is great! That means small adjustments can be made for balance purposes. For example 9.004 could be an armor value. Or 9.125, etc.

"No stat limits have been decided yet."

That's good. It makes the engine very flexible for modders. Great job with everything. I've been following this project for years. ;)

Is it possible to make flying units (not in game but in a mod - for example a fantasy dragon) ? And if it is possible, would it be possible to make ground units which could attack something that was in the air? I understand if this function is not implemented in 0 AD. or the game engine as it makes no sense for the time period.

#37 Ykkrosh

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Posted 11 July 2010 - 04:05 PM

It should be possible implement flying units with just some changes to the gameplay scripts and data files. Replace their UnitMotion component (which talks to the pathfinder and makes people walk around and avoid each other) with a new component that implements some kind of flying motion (which could even handle realistic planes with minimum speeds and turning circles etc) and responds to the same "move to target" commands. Change some of the attack code to ignore unreachable targets (e.g. melee units can't hit flying units, ranged units have to account for vertical distance). Then it should basically work, I think. We won't need that code for 0 A.D. and should probably focus on writing features that we do need, but I think the engine makes it quite easy to add.
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#38 SMST

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Posted 11 July 2010 - 06:08 PM

Hey, Ykkrosh, you just made me very happy by saying that.;)


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#39 blablahead

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Posted 12 July 2010 - 08:54 PM

SMST, are those units in your sig units you have modded? Because they look awesome! Especially the cavalry archer, he looks very Persian (or Scythian maybe)

#40 SMST

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Posted 12 July 2010 - 09:05 PM

Thanks for the compliment.:) Yeah, the cavalry archer is supposed to be Skythian. (the body texture is included in the alpha release) Pity that there are no cavalry archer attack animations yet.


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