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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. That's gonna be a pain, but that will be good for artist work. Cleaning up will be nice. Some models might get some fixes as well I count on @Alexandermb to make some anims, and I have a new boar ready, and enrique's fox to commit.
  2. I can't remember but I think the rendering is like 20% of the frame time time. Pathfinder goes way higher than that. Doing instancing might help more than LODS. I was thinking of stripping every prop from the structures so that multiple meshes can be reused all over.
  3. Well it depends on who is going to do it. There are a few things to take into account. One code. There is no code that switches objects depending on graphic options. Two actors. It's still code but it will have to be done by artists by either adding model variants to every actor files. Three models. In general LODS are made manually by artists. That's a time consuming process. The only automatic LoD system I saw was taleworlds. A few years I guess assuming we start now. It would only help on older computers. I thought of making a low polygon mode with the old units old horse old camels etc but it's a lot of work.
  4. Here is mine LIBS += -Wl,--start-group ../../../binaries/system/libmocks_real.a ../../../binaries/system/libnetwork.a ../../../binaries/system/libtinygettext.a ../../../binaries/system/liblobby.a ../../../binaries/system/libglooxwrapper.a ../../../binaries/system/libsimulation2.a ../../../binaries/system/libscriptinterface.a ../../../binaries/system/libengine.a ../../../binaries/system/libgraphics.a ../../../binaries/system/libatlas.a ../../../binaries/system/libgui.a ../../../binaries/system/liblowlevel.a ../../../binaries/system/libmongoose.a -Wl,--end-group -lGL -lSDL2 -lpng -lz -lmozjs38-ps-release -lxml2 -lboost_filesystem -lboost_system -lenet -lcurl -licui18n -licuuc -lsodium -lX11 -lXcursor -lopenal -lvorbisfile -lnvcore -lnvmath -lnvimage -lnvtt -lgloox -lminiupnpc -lrt -ldl Try adding to yours -lboost_filesystem -lboost_system
  5. It would be in build/workspaces/GCC/pyrogenesis.make. but in my case I already have them line 25 (LIBS+=)
  6. By default you only have one mod. This mod is the base game and is called the public mod. This mod should always be loaded first. Then you can add another mod let's say Terra Magna and enable it. If you want to play milleniumad disable Terra Magna and enable MillenniumAd
  7. Are you sure you disabled all mods save for the public mod ? There are a lot of incompatible mods on mod.io because they change gameplay, and sometimes the same files. Delenda Est and Hyrule Conquest are mods that you shouldn't try to combine with any other mods for this reason. The order of mods matters a lot.
  8. Yeah I wasn't really proud of it but there was no references for castle of that time. They were all rebuilt in stone...
  9. Since Im a great fan of his work and I think moar people should see it here is some of the work LordGood is doing on AOE these days. They could serve as inspiration for modders I hope he doesn't mind else I'll take down the post.
  10. When you tag someone like this @mysticjim they directly get a notification, so no need
  11. If you want it to show up as an entity, you have to create a template. They are usually located in the simulation/templates/ folder. There you will be able to define the properties that will be visible for the player such as the name and the resource amount etc.
  12. Glad it work. Let me know if you have any other issues
  13. Have you tried the second option in that thread ?https://stackoverflow.com/questions/35007134/c-boost-undefined-reference-to-boostfilesystemdetailcopy-file The one passing more arguments.
  14. Hello and welcome to the forums ! The issue with your tree is the texture's alpha channel. Since you are only using it for transparency you can add a white layer in gimp with a 5% or less opacity then re-export as PNG. Unless you are making Skyboxes you needn't use a DDS file. PNG will be autoconverted by the game. EDIT: Also make sure that you are using basic_trans.xml or a derivative as a material in the XML file.
  15. CC-BY 3.0 Unported. It should be compatible as it is less restrictive than ours.
  16. Splitted from the original topic.
  17. No progress as been made since @bog_dan_ro stopped working on it a few years back. So I don't see it coming any time soon.
  18. Can you tell us a bit more about yourself ? In a different thread. Do you have examples of your work You can try to improve existing buildings, (better uvmap) more details etc or as Lion said work on the mod Delenda Est to improve their Roman faction. I guess a few things are responsible for this. First textures are old, and of a different style as you mentioned. LordGood always make his textures more vibrant and a little more cartoony which has to do with the way he makes them Enrique's style was different more constrast and generally more realism. So I can see why they would stick out. I'm learning to make new improved textures with Substance so it might be a while before I have work in game but I'm working on it. The biggest advantage those textures will have is that they'll be modular and adaptable.
  19. There is a patch that eventually will allow swimming animals (and other units), though I'm not sure we have the right to commit it anymore. https://code.wildfiregames.com/D1332 @Itms might know. From an historical point of view I don't know what percentage of the population knew how to swim.
  20. Really ? What did he say ? :p Any time to make more animations ?
  21. It's CC0 so if we trust the guy then yes. We can credit him.
  22. Make sure that the game is in his firewall exceptions
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