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Showing content with the highest reputation on 2017-11-25 in all areas

  1. @SirPope That's the thing with open source. Everything can be done as long as there is someone to do it
    3 points
  2. First thing I'd do is try to disable all graphics settings, most importantly GLSL. If that doesn't help, it might be some directory permission issue with the config or cache paths http://trac.wildfiregames.com/wiki/GameDataPaths Let us know if it helps. Hardware and OS detection code is outdated, neglected and broken, so no surprise there
    2 points
  3. @stanislas69 the onager needs some fixes on black zones textures. (The rock spawns in the infantry hand for avoid weird movement's, after the rock is fired the rock disappears from the prop point)
    2 points
  4. In the base game check out the sentry tower template. Look for the <Upgrade> tag.
    2 points
  5. Some animations for the rabbit Rabbit.7z (Blender file included in the zip) @stanislas69 in case is committable.
    1 point
  6. there's nothing making the catapult 'go' its catapulting by magic right now. Twisted ropes generate the torsion that makes the catapult... catapult things. you mapped the bar that was supposed to be twisted rope, wood.
    1 point
  7. Considering how complex programming is, probably not. But there is always hope
    1 point
  8. Good luck with the release! I found a common typo on that screen: its -> it's. it's means "it is", its means "belonging to it". If in doubt, imaging what you would use with she: she's vs. hers.
    1 point
  9. Maybe all of them. The classes the actual templates have might be somewhat inconsistent, check the files if you want more detailed information. I don't expect a lot of unification to happen there since number of devs caring about that decreased recently.
    1 point
  10. Right but it doesn't have to be added to the production queue yet.
    1 point
  11. The actual fireraiser i think it need a texture update (model too) so i was asking if its okay to update the wheels or the chariot holding the weapon per se and use the weapon as a mesh rigged separated from the chariot Screenshot for comparison Edit: have to fix the sizes, i had some problems importing to blender
    1 point
  12. Might be either a related or exactly the needed fix: r20479 | mimo | 2017-11-19 15:56:22 +0100 (So, 19 Nov 2017) | 1 line petra: a few tunings and add a protection in tradeRoute serialization in case a market was destroyed in the last few turns between AI running and serialization
    1 point
  13. See the function comment for MatchesClassList. Also do not use the "hybrid" thing that is broken and inconsistent and is going to be removed (see D869 and related discussions).
    1 point
  14. Hello welcome to the forums. Unfortunately it's not possible yet. However it is one of the features we want for the game. So maybe one day a contributor will come and work on that.
    1 point
  15. I think what you are looking for is the unit upgrade function of the game that allows one unit to turn into another with a button. So yes it's doable.
    1 point
  16. I've been attempting to add a number of Legend of Zelda languages as custom fonts to the engine by following these tutorials: https://trac.wildfiregames.com/wiki/Font_Builder2 https://trac.wildfiregames.com/wiki/Adding_font_support And seem to have succeeded in installing and configuring Python and the associated files correctly, but am not sure how to activate "fontbuilder.py" Attempts to run "python fontbuilder.py" in the command prompt display an error, while manually running the script seems to do nothing. I've attempted a test run of the script and no font files appeared in the output directory. I'm not sure if the script needs to go somewhere in either the 0 AD files or Python directory or I messed up a previous step. on the note of the script, when I do manage to get it working, are these the correct sections in which to input new fonts? # For extra glyph support, add your preferred font to the font array Sans = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) Sans_Bold = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) Sans_Italic = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) SansMono = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_DEFAULT) Serif = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_NO_HINTING) Serif_Bold = (["AncientHylian.otf","GerudoTypography.ttf"], FontLoader.FT_LOAD_NO_HINTING) # Define the size differences used to render different fallback fonts # I.e. when adding a fallback font has smaller glyphs than the original, you can bump it dsizes = {'HanaMinA.ttf': 2} # make the glyphs for the (chinese font 2 pts bigger) fonts = ( ("mono-10", SansMono, 10, filled), ("mono-stroke-10", SansMono, 10, stroked2), ("sans-9", Sans, 9, filled), ("sans-10", Sans, 10, filled), ("sans-12", Sans, 12, filled), ("sans-13", Sans, 13, filled), ("sans-14", Sans, 14, filled), ("sans-16", Sans, 16, filled), ("sans-bold-12", Sans_Bold, 12, filled), ("sans-bold-13", Sans_Bold, 13, filled), ("sans-bold-14", Sans_Bold, 14, filled), ("sans-bold-16", Sans_Bold, 16, filled), ("sans-bold-18", Sans_Bold, 18, filled), ("sans-bold-20", Sans_Bold, 20, filled), ("sans-bold-22", Sans_Bold, 22, filled), ("sans-bold-24", Sans_Bold, 24, filled), ("sans-stroke-12", Sans, 12, stroked2), ("sans-bold-stroke-12", Sans_Bold, 12, stroked3), ("sans-stroke-13", Sans, 13, stroked2), ("sans-bold-stroke-13", Sans_Bold, 13, stroked3), ("sans-stroke-14", Sans, 14, stroked2), ("sans-bold-stroke-14", Sans_Bold, 14, stroked3), ("sans-stroke-16", Sans, 16, stroked2), ) for (name, (fontnames, loadopts), size, style) in fonts: print "%s..." % name generate_font("../../../binaries/data/mods/Hyrule/fonts/%s" % name, fontnames, loadopts, size, style, dsizes)
    1 point
  17. I will try later with the emblem. edit1
    1 point
  18. Isn't a CC is special building like embassy , but you trace an alliance with foreign powers , like Macedonians, Persian and Romans.
    1 point
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