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Showing content with the highest reputation on 2021-09-08 in all areas

  1. Texturas para mujer lusitana; (Mujer lusitana civil Y NO GUERRERA); referencias; -La mujer civil , llevaría capa o un " chal " , diferentes peinados ,adornos en el cabello o en el cuello o brazos ,diferentes colores de cabello y la textura de túnica que hice sería una túnica de manga larga y falda que llega hasta por encima los tobillos .Las partes en blanco de la túnica cambiarían de color según el color de facción de los jugadores y jugadoras. Disculpen las molestias*
    4 points
  2. I think the mace houses look sad: While the barracks look like one amazed dude and a stoned one.
    2 points
  3. Buenos días /tardes/noches; -Estuve trabajando las texturas de unidades con @Lopess y están en el mod lusitanos , aunque ,siguen en proceso y cualquier sugerencia ,ayuda o crítica será bien aceptada (cuando la base de las unidades esté lista , remodelaré ligeramente algunos edificios debido a sugerencias y críticas ); Textura fase 1 de infantería ligera; (túnica lusitana escaramuzador) (túnica lusitana espadachín) (túnica lusitana hondero) (túnica lusitana lancero) (aparte de las texturas , hacen falta añadir otros elementos como "texturas para escudos ", cortes de pelo y barba , color de pelo etc...y aunque no se note en esta fase estarían descalzos) Textura fase 2 infantería ligera; (túnica lusitana escaramuzador) (túnica lusitana espadachín) (túnica lusitana hondero) (túnica lusitana lancero) (las partes en blanco cambiarían de color según el color de facción de los jugadores y jugadoras) -También hacen falta integrar otros elementos como calzado o Símbolos en los escudos , etc... Textura fase 1 caballería ligera; (caballería cuerpo a cuerpo) (caballería a distancia) Textura fase 2 caballería ligera; (Tanto caballería a distancia como caballería cuerpo a cuerpo) Referencias; (infantería ligera fase 1) (caballería ligera fase 1) (infantería ligera y caballería ligera fase 2 ) -Estoy en proceso de hacer la Caballería ligera y la infantería ligera de fase 3. Disculpen las molestias*
    2 points
  4. I made a mod called 10ad. It changes the game very little. faster (and cheaper) economy upgrades and fewer houses required. ## Details These upgrades are all free and very fast to complete. ### Storehouse and Farmhouse You can do the upgrades immediately after building them. There is only one upgrade for each resource, but it increases your gathering rate to the same value you'd get after doing the village, town, and city upgrade in the unmodded version of 0ad. ### Housing You can do the home garden upgrade immediately after building a house. It will give you an 80% population bonus. Download
    1 point
  5. I've played this mod outside the lobby a few times with @Jammyjamjammanand it works fine when using a skirmish map. But... when trying to play on a random map, we get an out of sync (OOS) error right after the game starts (after the map load). We've confirmed his mod data matches mine (he's pulling from my git repo). We're both using a25b. Anyone have any clue as to why this very small mod would cause an OOS in that situation?
    1 point
  6. Just to make sure: you're working on putting that [II] symbol on seven icons? And to repeat myself:
    1 point
  7. Texturas para unidades campeonas; (Noble/aristócrata lusitano); "Capas" para los nobles/aristócratas; Referencia; (Emboscador lusitano) Referencia; (Bandolero lusitano); -Hice dos ya que la unidad tendrá dos jinetes. Las texturas de arriba para el jinete de atrás y las texturas de abajo para el jinete de enfrente. Referencia; Disculpen las molestias*
    1 point
  8. https://store.ubi.com/es/far-cry--3/56c4947a88a7e300458b45de.html FAR CRY 3 FREE FOR ALL
    1 point
  9. Thanks for the answer @Langbart. I see your point about layout flip. It is just so unfamiliar. Could you atleast make it an option? I will check out new version now to see if the blues are better. Thanks a lot for the effort.
    1 point
  10. Okay, so first fun fact the script is marked as a POSIX shell script by the shebang (#!/bin/sh) but uses arrays pushd and popd which are not compatible among other features. Needs to be fixed. Then run the script noticed the skeleton errors. Other fun fact they are present in the packaging script just nobody noticed them (which ran on macOS) https://jenkins.wildfiregames.com/blue/rest/organizations/jenkins/pipelines/macos-all-bundles/runs/131/nodes/30/steps/31/log/?start=0 ERROR: art/animation/other/hele_trireme_fore_sail_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/other/hele_trireme_fore_sail_move.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_attack_melee.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_death.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_run.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_sit_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_trot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/gaia/tree_apple_top_e.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_f.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_g.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_h.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" WARNING: art/meshes/gaia/tree_apple_trunk_c.dae: FCollada 105: Polygons is empty. ERROR: art/meshes/gaia/tree_apple_trunk_c.dae: Exception caught while parsing a COLLADA document from file. WARNING: art/meshes/gaia/tree_apple_trunk_d.dae: FCollada 105: Polygons is empty. ERROR: art/meshes/gaia/tree_apple_trunk_d.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/props/camel_rein.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/hele_trireme_front_sail.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/skeletal/m_tunic_long.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" So I ran it on linux user@user-Surface-Pro-2  ~/0ad  grep -ir error file.log ERROR: art/animation/other/hele_trireme_fore_sail_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/other/hele_trireme_fore_sail_move.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_attack_melee.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_death.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_run.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_sit_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_trot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/gaia/tree_apple_top_e.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_f.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_g.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_h.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_trunk_c.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/gaia/tree_apple_trunk_d.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/props/camel_rein.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/hele_trireme_front_sail.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/skeletal/m_tunic_long.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" user@user-Surface-Pro-2  ~/0ad  grep -ir warning file.log WARNING: art/meshes/gaia/tree_apple_trunk_c.dae: FCollada 105: Polygons is empty. WARNING: art/meshes/gaia/tree_apple_trunk_d.dae: FCollada 105: Polygons is empty. I'm voluntarily excluding the iccp profile errors as they have been there for a while and so far have not caused much damage. But still any test of the Ptolemies camels or a naval battle should have caused errors right? Well, in theory yes... but perl checkrefs.pl --check-unused ... Unused file 'public/art/animation/other/hele_trireme_fore_sail_idle.dae' Unused file 'public/art/animation/other/hele_trireme_fore_sail_move.dae' Unused file 'public/art/animation/others/camel_rein_attack_melee.dae' Unused file 'public/art/animation/others/camel_rein_death.dae' Unused file 'public/art/animation/others/camel_rein_drop.dae' Unused file 'public/art/animation/others/camel_rein_idle.dae' Unused file 'public/art/animation/others/camel_rein_run.dae' Unused file 'public/art/animation/others/camel_rein_sit_drop.dae' Unused file 'public/art/animation/others/camel_rein_trot.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_e.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_f.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_g.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_h.dae' Unused file 'public/art/meshes/gaia/tree_apple_trunk_c.dae' Unused file 'public/art/meshes/gaia/tree_apple_trunk_d.dae' Unused file 'public/art/meshes/props/camel_rein.dae' Unused file 'public/art/meshes/props/hele_trireme_front_sail.dae' Unused file 'public/art/meshes/skeletal/m_tunic_long.dae' Guess who got lucky as hell? tldr; Errors are to be expected. They should be fixed. If you don't end up with a zip or get different ones eventually then there is another issue.
    1 point
  11. It's not on mod.io yet ^^ Needs to be tested first. Probably terrible for MP though, but that was never the goal of that mod.
    1 point
  12. This floating grass seems off. (Harbor/Nubia)
    1 point
  13. lol. It has been ages since I received a diplomatic offer from an enemy. Nice try to save your butt, Ashoka! Since my ally turned out to be an absolute peacenic the game probably would've gone on for hours if I had accepted: (Also, shouldn't it be 'It would be to both our benefit...'?)
    1 point
  14. Not actively these days. But we are still fixing some issues with it
    1 point
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