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Everything posted by Stan`
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Could also be part of Trac to make it collaborative.
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@sis_gam Would you be so kind as to test this fix ? Just drag and drop the files of that archive inside your installation folder system.zip Oh and if you could upload your userreport_hwdetect.txt if it works, that would be great. See https://trac.wildfiregames.com/wiki/GameDataPaths Diff:
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Cannot cheat any longer by "iwanttopwnthem 50"
Stan` replied to loveheaven's topic in General Discussion
No cheat, only merge -
https://trac.wildfiregames.com/ticket/6393
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Wait for A26 or somehow include it in your mod
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You mean drag and drop on the executable doesn't work?
- 492 replies
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- building hotkeys
- visible corpses limiter
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@andy5995
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New map: The Legend of Avilava (scenario)
Stan` replied to Yavin's topic in Scenario Design/Map making
Well you can, all random maps are. Great work @Yavin! It's always inspiring to see what can be done with the engine. In case you want to put it in the community map mod I'm pinging @andy5995 This way more people can enjoy it. As for A24 replacing A23 it's intended. If you install A25b it will be the same. Technically multiple versions can coexist but it's better not to. -
Well one has to start somewhere. and art is really important. If we add a normal map and a spec map it might look really cool The only constraint is to respect the footprint of the current placeholder cube in the game, I made it to be the exact size of the Startcraft cc Here are some comments, you can try to be more creative and do a different shape for the building so it's not a 1:1 copy.
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
There are multiple cape models. -
Do you want criticism on the model itself?
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Oh man I love it
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No crashlog no cookie.
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Actually <DisablePushing>true</DisablePushing> Seems to work for me, whether it's in template_unit or a specific template. And it make sense, I just misread the code.
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Can you try the counterproductive <DisablePushing>false</DisablePushing> Thoughts behind it // Original code for disabling pushing SetParticipateInPushing(!paramNode.GetChild("DisablePushing").IsOk() || !paramNode.GetChild("DisablePushing").ToBool()); // No tag auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // true auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // true SetParticipateInPushing(true); // Tag present <DisablePushing>true</DisablePushing> auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // false auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // false SetParticipateInPushing(false); // Tag present <DisablePushing>false</DisablePushing> auto tagOk = !paramNode.GetChild("DisablePushing").IsOk() // false auto tagValue = !paramNode.GetChild("DisablePushing").ToBool() // true SetParticipateInPushing(true);
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We don't support model scaling IIRC If we want to animate it we do?
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To generate beams we need some way to draw it X) Js can only make object pop, not draw laser beam using a shader from point a to point b. Or am I misunderstanding you? I want this, the game supports the damage but not the VFX.
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Not really because the projectile manager supports in theory constant damage (no reload time) but we have no way to draw it.
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Line must be continuous It's like a lightning beam.
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How hard would it be to make a shader or something? It would be really nice. Is it a technical limitation?
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Insufficient access rights to open files
Stan` replied to Siddhant Sorann's topic in Help & Feedback
Do you have an antivirus software? -
One cannot stretch the quad to join the mesh and the enemy though... At least if there is code for it I don't know how it works.
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Meant to answer, and forgot sorry. It's not possible. Art and simulation are separated, https://code.wildfiregames.com/D1989 once planned to do what you want but it ended being a slippery slope. Maybe @Freagarach has an idea how to implement your feature through code though.