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Posts
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Everything posted by Stan`
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Can't remember.
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It's on 0 A.D. mods iirc waiting to be finished.
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To play online you need to be at least 13 or have parental authorization as per COPPA.
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What's with removing everything X)
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Atlas: copy terrain and objects between maps
Stan` replied to Outis's topic in Game Development & Technical Discussion
For now the only way to do it would be to copy the pmp into the new map. But no it's not possible in the editor as is.- 1 reply
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DE features nudity IIRC. Originally Mauryas' maiden were topless. When it comes to mods it's the responsibility of the authors to decide their audience. I would go for a safe approach though, with straps of some kind.
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Neutral (Gaia) Mercenary Camps 2.0
Stan` replied to Lion.Kanzen's topic in Game Development & Technical Discussion
The answer will be, make it a map option. -
Feedbacks from A26 SVN tests
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Should have been fixed by https://code.wildfiregames.com/rP26443 Can you check again? -
===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
Usually it's better to make a little mod instead -
Feedbacks from A26 SVN tests
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
It hasn't been changed. There has been like 4 balancing patches committed for A26... Ah, alright then. -
Feedbacks from A26 SVN tests
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
We haven't changed icon size in this alpha. You do have a gui.scale option in the game options now though. That sounds like a bug they definitely have a temple @wowgetoffyourcellphone Also, thanks for testing! -
===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
What about when looking at them from the back? -
Hey everyone, Thanks to @vladislavbelov's restless refactorings and cleaning, the renderer is being made easier to extend, and thus it is possible to add new filters, and texture filtering (anisotropic) is one of them. But that is not it! For those of you with more modest configurations, you can now decrease texture quality to save some of that precious VRAM. Don not be afraid to zoom in to check the differences! For our artsy friends, this also allows you to check the texel density of your models In other word to make sure that you are using the just the right amount of pixels for your textures. How does that work, you may ask, well. If at the lowest texture settings, some parts of your model are really blurry and other are not, it means that something in your texture is using too much space. On that screenshot you can see that the flowers remain pretty neat, while the rest is really blurry. Note that on that setting, we force all textures to be at maximum 256x256.
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Unit And Building Names
Stan` replied to Davarish's topic in Game Development & Technical Discussion
Done. (You both should have gotten some kind of notification about being promoted to reviewers) -
===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
Yeah this makes it very hard to distinguish in a battle. -
Unit And Building Names
Stan` replied to Davarish's topic in Game Development & Technical Discussion
Well they keep requesting us to give us phonetic readings so they can translate it to their language scripts. -
Unit And Building Names
Stan` replied to Davarish's topic in Game Development & Technical Discussion
That's assuming that Russian speaking people, and people speaking CJK languages can read latin in its original script. It's unfair to them. -
Unit And Building Names
Stan` replied to Davarish's topic in Game Development & Technical Discussion
Sadly we have to let translators translate them, for non latin fonts, e.g Chinese, Japanese and Korean. -
That's a joke I assume?
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[R26394] Carriable metal resource texture not found
Stan` replied to Purgator_'s topic in Bug reports
Are you sure it's latest SVN, your build says it was three days ago. Some fixes have been comitted since then. EDIT: My bad, fixed in the last commit https://code.wildfiregames.com/rP26402 -
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Well given how popular mods are that increase visibility I'm not sure it would be well received. The engine has some current limitation which make torches glow hard to implement for now but maybe in the future. Some people also spoke against it on the forums because it fell unrealistic