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Showing content with the highest reputation on 2018-01-31 in all areas

  1. You could do this a different way that wouldn't require you to run two instances of 0ad. Start a single player match and setup Player 2 with whatever civ and team you wish and start the game. Then press alt+d to bring up the developer overlay. Now choose 'change perspective' in the dev overlay and you can select Player 2 in the dropdown on the panel at the top of the screen. Then choose 'control all units' in the dev overlay and now you can control this player also. You can switch back and forth between players whenever you like.
    4 points
  2. @Sundiata Some problems on the upper part of the front limbs @stanislas69 Minor clipping on the back part of the new bronze skull cap.
    3 points
  3. The design is tentative. Yeah, it casts a high level of distraction but those are based on Egyptian reliefs depicting the Kushites. @Sundiata You can look at the horse textures in the public mod to have an idea on the layout. cavalry horse textures are also there.
    2 points
  4. tell me the files exactly to recreate them on blender and see where they clip
    1 point
  5. @wackyserious For clipping, there is not much I can do, It's because @Alexandermb animations move the prop point incorrectly it seems. Lazy fix would be a cavalry special skullcap
    1 point
  6. Would likely fix it if you replace xm1 by xml Happy modding
    1 point
  7. If they are accurate, they should be put in the game, patches are welcome. Cross references too.
    1 point
  8. 1 point
  9. Thank you sooo much! I was working blind so now see how it's actually applied.. I'll make some more serious drafts very soon
    1 point
  10. I'm no historical linguist, so I don't know any Gaulish or Brythonic (Old Welsh or Breton). It would be preferable though to use Gaulish for the Gauls and Brythonic for the Bretons
    1 point
  11. 1 point
  12. In the total war version of the game it was her human form but I'm leaning more towards the Imp form now since a lot more can be done with animations.
    1 point
  13. The parts 1 and 2, if I understand correctly. Actually, there is no call to rmgen in those parts, only access to g_Map.height. It should work as is. I agree with what you and Fexor say about the TileObjectMap (or whatever name we call it). It's seems to me the design is not mature enough to syntheses all those features in a single object. Yes, I'm aware of this too. The slope member, for instance, remains accurate while you avoid modifying the height map after computing the slope, and reading the various random map scripts, one can see height map manipulation can occur anywhere, not only at the beginning. I'm aware of efficiency too: javascript is Ok, but... really slow. This is the reason why I added a 'lock' member to my tile object, because I think testing a bitfield with a mask is much faster than fetching one or more arrays to enforce constraints. It's not difficult to create a tile class from a bit pattern or set a lock bit from a tile class, but it must be done 'manually' which is error prone. BTW, I'm rather surprised rmgen don't provide set operations on tile classes. Maybe, I didn't dig enough Friendly, P.S. The idea I had to remove artifacts don't work, or more accurately, removes them but introduces new ones ! too bad !
    1 point
  14. Tbh we get a huge number of Korean spam these days. I managed to keep it to a reasonable amount but I'm not always here to monitor the forums.
    1 point
  15. They missed the opportunity to call it "Machinimagic."
    0 points
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