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Stan`

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

  1. @Lion.Kanzen and @Zophim were the people working on it, @s0600204 and I have done some fixing, but the mod changed directions many many times.
  2. Not sure what version you are playing. No problems with romans
  3. Sure. You need to run git diff -U5000 > file.diff at the root of the repo and upload the diff file on Phab.
  4. Remember the option switch I made you do ?
  5. Could be too small window, out of memory or something else. The only way to know is to run in debug mode and reproduce it.
  6. Cool this you might want to do: Note that they are also wrongly uvmapped on some places
  7. Here comes the review: Bad UV Bad uv, and make it a bit deeper You never know where those pesky players and mappers will try to place it Some parrallax bug Bad smoothing (I think) (Should use shade flat) Grass is floating which might look weird Some broken actor parts ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/special/common/garrison_flag_macedonians.xml" ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/special/common/garrison_flag_macedonians.xml' ERROR: Actor props/structures/macedonians/wonder_gardens_turf.xml255: required texture sampler normTex not found (material art/materials/player_trans_ao_parallax_spec.xml) ERROR: Actor props/structures/macedonians/wonder_gardens_turf.xml255: required texture sampler specTex not found (material art/materials/player_trans_ao_parallax_spec.xml) ERROR: Actor props/structures/macedonians/wonder_trees.xml255: required texture sampler normTex not found (material art/materials/player_trans_ao_parallax_spec.xml) ERROR: Actor props/structures/macedonians/wonder_trees.xml255: required texture sampler specTex not found (material art/materials/player_trans_ao_parallax_spec.xml) Not sure we need the veranda to be honest, it's already quite big gp
  8. It's the thing that's used to define how many resources a tree holds.
  9. It's not just about file hierarchy, which won't change for A25, it's about the code evolving, new components like the Autobuildable for A24, or updates to the existing ones like the addition of Regeneration to the RessourceSupply (currently unused) if the code changes the templates need to adapt, with or without file location changes. @wraitii also added mixins, which are a way for multiple templates with different parents to inherit the same stuff, e.g the hoplites all have a custom formation, no mateter their parent.
  10. Mods will not be compatible and will need changes.
  11. Just download the AtlasUI.dll from https://trac.wildfiregames.com/browser/ps/trunk/binaries/system (you can also download pyrogenesis.exe there.)
  12. Okay, so it would be over my dead body. I have an idea that might work, without much extra work.
  13. Feel free to adapt the tutorials, make more. I'll see what we can do, but no promises AOM AOE 0 A.D.: Empire Ascendant
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