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  2. I use the mod now, just to not get that neon green, because the universe always was sending me that color in all hosts ha, ha, ha.
  3. Today
  4. Do you have animation for the thrown axe mid-air?
  5. last time jimo ported it to A27, but so far I haven't seen anyone do it for R28 @Seleucidsdoes your video on customrating still work in r28?
  6. I need to update the mod, thanks for the reminder Btw I'm not physic, he is here @MetaPhyZic I made the mod for him
  7. I'd personally err on the side of having smaller ships so we can have larger naval battles. Something like -20% in size.
  8. This version is simply the old mod with very few changes, however, in this process I saw several points that could be altered. 1 - Focus on the end of the Bronze Age (Assyrian Empire, New Egyptian Empire); 2 - Exclude the ArkGreek models (generic and uninteresting), and instead develop Minoan and Mycenaean civilizations from the models we already have (I created a Minoan spearman, it was pretty cool); 3 - Includes art for the Jewish civilization (but I will validate if I can use it), however I will be careful not to fall into certain exaggerated content. 4 - I used existing Bkg civilizations, I can create new unique ones for each civilization. 5 - A Nubian kingdom would be interesting and easy to create, in this category a Phoenician kingdom would also be. 6 - I know there are several interesting civilizations to include, but I want to be realistic in this regard. NOTE: Any help is welcome (especially art and code).For those who don't yet have experience in mod development, but are willing to learn, I can help by teaching what little I know.
  9. Update for the Aristeia mod to 0a.d. 0.28. The mod is playable and error-free; anyone interested can download it from this link: https://github.com/0ADMods/aristeia @Stan` Could you help us upload this version to Mod.io?
  10. Yesterday
  11. Hi guys! These are some suggestions some people and I have come up with. SPARTIÁTÊS in Spartans are really good, maybe a little too good, I think if you should only be able to get 10 per military mess hall, that would make them a little harder to get; you would have to expand territory to get a big army. I think it would be cool if there was a day/night cycle setting. Some units could have a light on them, but some could have very little on no light, so the enemy can’t see you unless you move your units into the enemies’s light. All structures would probably make light (some more than others) with the exception of scout towers.
  12. Tried all that. Silhouttes is only way to see my units on this chaos of graphics - so I must have it turned on. I tried to install ModernGui mod , maybe texts are weird (and I think they are, especially when UI zoom to 125%). Will see and experiment with everything a bit more. But I kinda lost motivation. I am struggling with this game for few years, comming, going away and returning. Thanks to all one more time. If anyone has ideas, feel free to post. And if someone can develop mod, it'd be great too
  13. Fixed, sorry for the downtime.
  14. I've mostly just messed around. I did make this though: https://jeff-web-sketch.github.io/minecraftmods/index.html
  15. Currently, when you want to queue a item but you are missing some of the resources for it, the button is simply disabled. I'd like to propose a new system that allow you to queue items in the production queue, that will be added to the queue as soon as you get the resources. This remove some of the time-sensitivity of certain actions. ModernGUI now has this -experimental- feature for techs, and I'm hoping get feedback on it!
  16. iirc that was the tickets with the beta keywords.
  17. Seeing that the devs seem to be ok with a steam release, what if we opened an issue to keep things up to date with what we need to do, that way when someone else asks questions we can just refer them to the issue where they can see what things are blocking a steam release. And the things blocking for steam release could be very obscure "figure out mod issues" or add tutorial campaign and stuff like that.
  18. Itms has been notified, he's the only one who can fix it.
  19. I have axe thrower in Endovetico, and I used a javalineer animation there, but with a hissing sound instead. It worked well until we have a proper animation.
  20. It depends on a platform so generally we just provide options to control quality. About the first screenshots you could do the following: Disable Post-processing Disable Shadows Disable Unit silhouettes Disable Particles Set Model quality to Low Move the Shader rffects slider to the left Disable Water effects Set Texture quality to Low Set Texture anisotropic filter to 1x Also you could try to test different combinations of OpenGL/Vulkan (Renderer backend) + GPU skinning on/off
  21. Yes! However, I still haven't created some of the props that ended up at the top.
  22. https://gitea.wildfiregames.com/0ad/0ad/ The above page throws "500 Internal Server Error" response.
  23. Is that a boar tusk helmet?
  24. While I search for the last errors, I'll leave this unit as an incentive for the Minoans.
  25. Hotkeys for buildings Grid hotkeys preconfigured
  26. Probably just animate an axe to spin in place, then set it as a projectile (though it might keep spinning even after it’s landed in the ground XD).
  27. Sure, here you go I've been quite generous with it, hope it's not too much player colour now. temple_athena_nike_3.zip
  28. Man oh man that rock is heavy... What about interest in the throwing axe? This is both about the throwing animation as well as the rotating axe animation.
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