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Everything posted by Stan`
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The callstack we need to know what crashed Could be anything. Try disabling GLSL and postprocessing in the game options (first postproc then glsl)
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No textures aren't kept. One texture per dae only. You need to create xml files to match textures and dae
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I'm adding @Freagarach @wraitii who worked on them. As far as I know it's not possible to add an actor on the fly so you won't be able to make particles pop (please note that particles are not displayed on all computers (if they have them disabled)) so it might give some players an unfair advantage; We currently do not support multiple states at the same time, so you can't be burnt+poisoned without hacking stuff around. And the code currently doesn't do anything actor wise. <group> <variant frequency="1" name="idle"/> <!-- None of this currently works but that's how it should be done. --> <variant frequency="1" name="poisoned"> <props> <prop actor="poison.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <!-- The two things below would be a hack --> <variant frequency="1" name="burnt+poisoned"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="poisoned+burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> </group>
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He's been there for longer than you and probably I. Snaps aren't hard to install.
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The “WFG” PPA is maintained solely by ricotz an Ubuntu maintainer. He has problems compiling the game (Mostly spidermonkey) with Ubuntu's special hardening flags and as of three weeks ago he still hasn't found a solution. Fabio's ppa works because he doesn't use those flags. So, until this is resolved with the Spidermonkey developpers it is unlikely it will get updated. Sorry for the inconvenience.
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Textures I asked like 10 times. Maybe he has a plan
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Sure... It sucks to redo the work
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Lordgood made fancy ones... Will break the CI. Missing files.
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0 A.D. Social Media Accounts (We need you!)
Stan` replied to Sundiata's topic in Announcements / News
How would you like to get involved? -
Yayoi would be better, if only we had their buildings We could but some stuff like rally points need a "meta" mod
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terra magna > han_china > xiongnu > public > mod. But technically you could do terra magna > xiongnu > han_china > public > mod.
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They are, I'm just not sure about how to package terra magna because of it. We could upload three mods on mod.io and use the dependency system, but I'm afraid that's too techy. Especially since the order of mods matter.
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Extracting assets is harder when it's mixed with other civilizations
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The goal was for them to be in Vanilla. But it's almost impossible to do it while it's deeply nested in a mod.
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Mostly I need help. MilleniumAD broke the AI, because of all the techs changes, and at this point I suppose the safest would be to make it play like vanilla which isn't so great. Ponies Ascendant is mostly good, need a release announcement. There are some little graphic bugs but nothing too serious Terra Magna, Now that's a tough one, since I split the han I'm not sure what to do with it. Pyrogenesis 1866 - Need more buildings/units to be playable Pyrogenesis 1944 - Need more buildings/units to be playable Stella Artis - Need more buildings/units to be playable Dwarves - Need more buildings/units to be playable Aristeia - Needs heavy testing and probably some fixes.
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Civ: Germans (Cimbri, Suebians, Goths)
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
Still a nice patchwork -
Possible, cause it would create multiple users folders :/
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I mean your windows session username
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Mmmh do you have special characters in your session name?
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It's a bit more complicated than that. It's not so much about the ideas, than putting them in practise. Since the departure of the last AI programmer, the AI is not being developed actively. We fix the bugs, but we do not really add new features.
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It's funny cause most new players complain about the AI being too hard
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While we were reviewing sound assets @Samulis discovered that they were not normalized correctly, and that's what happened with this one. It's probably louder than the others. You can set the gain in the XML to something lower. You need to restart the game for the change to take effect. Yes savegames and replays will adjust.