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Stan`

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

  1. Remember the option switch I made you do ?
  2. 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.
  3. Cool this you might want to do: Note that they are also wrongly uvmapped on some places
  4. 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
  5. It's the thing that's used to define how many resources a tree holds.
  6. 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.
  7. Mods will not be compatible and will need changes.
  8. Just download the AtlasUI.dll from https://trac.wildfiregames.com/browser/ps/trunk/binaries/system (you can also download pyrogenesis.exe there.)
  9. Okay, so it would be over my dead body. I have an idea that might work, without much extra work.
  10. 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
  11. Somewhat relevant https://code.wildfiregames.com/D3939
  12. Note that you can do exactly the same with stone walls. I've seen some crazy wall design over the years That's no so hard. Just edit binaries\data\mods\public\simulation\templates\template_structure_defensive_palisade.xml and add: <DeathDamage> <Shape>Circular</Shape> <Range>30</Range> <FriendlyFire>true</FriendlyFire> <Damage> <Crush>600</Crush> </Damage> </DeathDamage> Note this will damage everything around it. (units, buildings etc.)
  13. Because @Freagarach is not into competitive gameplay, at all. And sadly what makes sense for competitive gameplay doesn't always make sense for the other players.
  14. You got one correct here, but not in the way you think. You need to switch to release debug.mp4 The debug build is barely used, because it runs with 0 optimizations. It also runs extra checks, which make the game slower.
  15. @user1 is the only one that can grant such privileges, so you'll have to take the fight to them.
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