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Stan`

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

  1. Have you taken into consideration that maybe, people being disrepected are not willing to engage in such conversations? Or that maybe there is a reason behind the apparent lack of scale, such as playability, where unfortunately, we cannot have 1:1 buildings because it would obstruct the vision too much. Some people even have been asking us if there is a way to reduce tree size because they are too big. If you want realistic unit size, you can have some fun exporting a 1.8m or 6 feet depending on where you are cube from Blender, and replacing all units by it. Then you'll run into some funny things with the pathfinder, and probably other bugs. You can also consider that the average time spent on one building is about from four to twenty hours, and multiply that by the number of structures in the game. So no, I do care about my work, if not this project would be done and buried. And if I could magically fix 20 years of volunteer work I would, but right now, there are not that many artists left that can do the job, and it's far from being the priority. I would appreciate for you to be more respectful to the people here.
  2. Currently there is a hardcoded limit in the C++ side that limits the number of players to 8. See source/simulation2/helpers/Player.h:26 There have been some attempts in the past to raise it to 32, See https://code.wildfiregames.com/D2667 @wraitii wanted to commandeer it but forgot. There are a bit more documentation resources here https://docs.wildfiregames.com/
  3. Yes, it would be possible, but so far no one has implemented it.
  4. Yes it should, but it does not because it's not been implemented like that.
  5. The UI is not responsive so unfortunately while you have more screen space, not all users do. A tooltip would be welcome however.
  6. Ah that. It was an oversight from Alpha 26 (the fact they were naked, not the woad per se). @Genava55 pointed it out as soon as it came out. And since we didn't have a "b" release we could not fix it.
  7. IIRC we tried to update it, but it changed directions so many time that everything was broken again and again. I wouldn't mind seeing it up to date or helping a bit.
  8. I really should make a video on how to install mods, pyromod, drag and drop, command line, put the zip in a mod folder with the same name, the options are endless I wonder if @andy5995's pipeline to package mods would also work on gitlab.
  9. Yes. you can test it for yourself using the latest release bundles.
  10. both will work, but you can go with "false" I suppose it's to just use the installer.
  11. Isn't it because you left a space after HOME and before =
  12. Could you try to reproduce it? I suppose maybe it was linked to autociv?
  13. borderless.fullscreen = false @real_tabasco_sauce do you have multiple instances of the game running or are you using another client to connect to the lobby? Cc @Dunedan
  14. You should not commit them. They are cache files generated by the engine, but it can lead to weird bugs if you have both the ones in your mod and the one in your cache. They will also be generated and packaged in your mod when you run the archive builder.
  15. Can you upload the savegame ?
  16. Merged the threads. I can't reproduce the problem. What OS are you on, which version of the game are you playing.
  17. There are some rules here: https://trac.wildfiregames.com/wiki/EnglishStyleGuide You can use the files from here https://trac.wildfiregames.com/changeset/19960
  18. Hello and welcome to the forums. I have moved you post to a more fitting section of the forums. Good luck with your project.
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