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Showing content with the highest reputation on 2016-05-03 in all areas

  1. Yes, the XML files aren't really needed, but are kept so modders can easily check what templates are used and possibly fix only a single one without requiring them to get the file from the repository. Also the XML files are not that huge, and in case we ever want to update the engine (possibly including updates to the caching format) we can get away with not updating the mod data (the engine would then notice that the cached files are not what it expects and just cache them anew). So we could remove the XML files from the packed release, but I'm not convinced if that would really make anything easier and will likely make one of the few things you can actually mod for a release harder.
    2 points
  2. Currently only the c++ part has its documentation generated. Since there are some JSDOC comments on the Js part of the code as well I thought it would be nice to generate it as well. I therefore separated the js code (AI, GUI, RMGEN, Components, Globals, Helpers,...) from the public folder of A20 to generate the documentation. Documentation was generated with JSDOC 3 using the node.js plugin Since classes don't have the proper @class tag for now I added in attack.js so you can see what it can look like. Here are the Documentation files (Open Index.html) : out.7z And here are the files I used for the generation : 0adtest.7z During the execution I got the following warnings : The unexpected identifiers ones are deprecated foreach (@elexis if you want to nuke those) and there are some errors with comments.
    1 point
  3. You could use my mod as expansion stuff it adds cliffs eyecandy some buildings and other stuff (0adMods/eyecandy)
    1 point
  4. Exactly, the old Gaul market is now used (with a re-texture) as the Norse market. I wouldn't have known that it existed if it was deleted from the game
    1 point
  5. Right, but not like it can't go into Atlas for eye candy or other purposes it's what I'm saying.
    1 point
  6. The version in the Kubuntu repo most likely is not alpha 20 you have to add the 0ad ppa to your software sources sudo add-apt-repository ppa:wfg/0ad sudo apt-get update sudo apt-get install 0ad that will get you the latest version at all times just copy/paste into a terminal and type in your password
    1 point
  7. I tried to imagine what the latte tavern that was discovered some time ago could look like hence the curved smoke. I remember reading than chairs weren't common pratice so I went for benches. Add that it wasn't originally planned to add a table but without it it lozt the tavern fil. I then added plates mugs and beef horns
    1 point
  8. Here you go templates actors everything (The first guy who says I'm not nice enough gets punched :P) You just have to copy paste the public folder. Don't forget to delete the remaining tavern actors, and, If you can, edit the celt struct so that the cardigan cloth is player color. (Don't have any DDS editor that doesn't screw up everything) Gaul_Tavern.zip No advanced graphics tho.
    1 point
  9. Must the same structure but missing roof, or texture stone more deteriorated. in 3D art of all games ( RTS, RPGs) aren't plenty examples only more in detailed games with high poly.
    1 point
  10. What about deteriorated/abandoned structures of the current period? I used it in a modified version of Cycladic Archipelago to add abandoned structures on some parts of the islands. (On one of the matches, I managed to capture and garrison the tower before the AI started expanding, so when the AI colonized the island, the southern part of the island was under my control)
    1 point
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