It's not the Hop animations I'm worried about, I used to get CTD's with the roman gladius animation...
It's not the Hop animations I'm worried about, I used to get CTD's with the roman gladius animation...
Your work is awsome.I love the gladius posture.
However there is a problem.
I have installed and tried all of the new animations but the barbarian one give me a CTD even don't allow the game to load.
Those which gave me a CTD are : fs_s1_fast_barbswordsman, fs_s1_semi_fast_barbswordsman, fs_s1_slow_barbswordsman
The fs_s1_barbswordsman works fine.
Could you fix this problem?
Thx again!
Originally Posted by Praetorian
Use -show_err in your target line and see what is says when the game CTD's.
Hmm could someone confirm this?
Haven't had any problems yet...works great.
Have you checked for typos?
-Attalus-
Fool me once...shame on you
Fool me twice...prepare to die
I have to say, that shieldwall looks great. The soldiers stay in formation too, and push forward...![]()
Haven't learned yet how to use all the animations. (how too edit everything in) but what I have working is a big improvementthanks again
What BI animations? Right now I'm working on some nice animations stuff for the next version.
hmmm, i dont see anything wrong with your edu.txt entry, bestantreas.
I'll just post my entry anyways...Code:type greek hoplite elite dictionary greek_hoplite_elite ; Armoured Hoplites category infantry class spearmen voice_type Heavy_1 soldier greek_armoured_hoplite, 40, 0, 1.3 officer greek_standard attributes sea_faring, hide_forest, can_sap, hardy formation 1, 1, 2, 2, 5, square, shield_wall stat_health 1, 0 stat_pri 10, 4, no, 0, 0, melee, simple, piercing, spear, 25 ,1 stat_pri_attr spear, spear_bonus_8 stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1 stat_sec_attr no stat_pri_armour 11, 6, 5, metal stat_sec_armour 0, 0, flesh stat_heat 4 stat_ground 2, 0, 0, 0 stat_mental 10, normal, highly_trained stat_charge_dist 30 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 640, 210, 70, 100, 640 ownership greek_cities
Sig-I mean those
plastic- thanks, prob solved, it might have been a spell error, sorry for all those posts.
Is there a possibility that we'll see Signifer's Animation Pack 8.0 made compatible with 1.2, or even better, RTR?
EDIT: I tried fiddling with the text files, mainly export_descr_unit, but it was to no avail. Are there any notable differences in the 1.2 animations and those of later patches? Perhaps all of this strife is the result of a single extra underdash.
Last edited by Pnutmaster; January 22, 2006 at 07:46 PM.
Under the patronage and bound to the service of the
artist formerly known as Squeakus Maximus
Stoic Pantheist of S.I.N
bestandreas:
Those standard bearer animations are still being worked on, you'll probably see them in Paeninsula Italica. They're not "BI" animations, merely using BI models. All units will of course be able to use them, when completed.
Pnutmaster:
I'm sorry, these animations are only 100% compatible with 1.5/1.6, and I doubt if they will work with 1.2, because CA has introduced new skeleton stuff in 1.5/1.6, such as swimming and berserking. As for RTR, when 7.0 comes out for 1.6, I believe you'll find it very much compatible, and if RTR will have its own custom skeletons, then combining those with mine won't be too difficult.
Yeah, it's just a lot of text editing and that's it.Originally Posted by SigniferOne
Isn't that always impliedOriginally Posted by Trajan
?
Thanks for answering my question, would have been in modding limbo otherwise.
Under the patronage and bound to the service of the
artist formerly known as Squeakus Maximus
Stoic Pantheist of S.I.N
First post updated, and the mod officially released.
Hi everyone,
Please make sure to report back here your comments, and things you would like to improve (for example in gladius and hoplite skeletons).