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Everything posted by Stan`
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I suppose we need it for PSA conversion, because it only uses the list of bones specified in that XML file. I once made a packaging mod https://github.com/StanleySweet/package_mod/tree/master/art/skeletons to remove the need from those extra mods. It contains textures.xml files for instructions on what to convert, and the skeletons . of course, it won't work if you have new skeletons e.g packaging hyrule or something; WSL2: First file is the "corrupted" one. file metal_desert_small_* metal_desert_small_a.dds: DOS/MBR boot sector; partition 1 : ID=0xff, active 0x8a, start-CHS (0x3ff,254,63), end-CHS (0x3ff,255,63), startsector 3587178495, 3468469193 sectors; partition 4 : ID=0xff, active 0xe2, start-CHS (0x3ff,14,63), end-CHS (0x3ff,255,63), startsector 4294180863, 4278223684 sectors metal_desert_small_a.dds.b22d835129a068cf.dds: Microsoft DirectDraw Surface (DDS): 128 x 128, compressed using DXT1 Here is a working version, (converted using NVTT) metal_desert_small_a.dds It's built-in as of 2.0.10 IIRC.
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
Yes it should be the correct one. Make sure both 0ad and 0ad-data are using that version. -
Any particular bugs you encountered ? How much have you played ?
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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.
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Who's better at gathering wood in A25, women or citizen soldiers?
Stan` replied to Sebastián Gómez's topic in Help & Feedback
You can find some of the stats like this https://github.com/0ad/0ad/search?l=XML&q=RATES But basically they are in the ResourceGatherer component of entities -
You might be interested by https://code.wildfiregames.com/D2382 For the ability to produce other non moving entities see https://code.wildfiregames.com/D2657 https://code.wildfiregames.com/D2658 might also be of interest That's js. You need to change commands.js to create such a command but I suppose it should work yes.
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Requirements for Buildings/Techs/Units
Stan` replied to MoLAoS's topic in Game Development & Technical Discussion
entity_id_t is a C++ type designating an entity of the simulation. It's a unique number used to designate an entity; You can query that entity's components by using Engine.QueryInterface(entity, IID_Component) SYSTEM_ENTITY is a special entity_id_t which points to an entity that works kinda like a singleton -
You need to pass -mod=mod and -md=public too else you gonna run into trouble (badly compressed dds for the former som gui texture.xml files are in mod mod and bad animations for the later. Those should be fixable but that's a strange limitation 2^0 is pow of two This one is a disgrace. Mappreview can be fixed easily. Terrain and skies are gonna be a pain though... (Would crash if they are missing iirc)
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Resource regeneration
Stan` replied to MirceaKitsune's topic in Game Development & Technical Discussion
Well if you create a component that spawn other entities and put it on special map entities you can already do it. (Might have some limitations @Freagarach might know more) -
alttab.mp4 Basically the window sticks on top of the desktop while it should go to the background. Relevant issue https://github.com/libsdl-org/SDL/issues/4039 Got a list ? What's the DAE? To convert a model from DAE to PSA you need to have the public mod loaded with the skeletons We changed a lot of stuff in our collada. Most of RDB's fixes are in already. https://trac.wildfiregames.com/ticket/5907 was created for the remaining two. See also the discussion here https://github.com/rdb/fcollada/pull/4
