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Stan`

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Everything posted by Stan`

  1. Does that happen straight from the beginning or only at the end
  2. Yep Intel has very buggy drivers on Windows.
  3. Can you make sure the game runs on the NVIDIA GPU not the Intel one?
  4. Can you give us more information about your system?
  5. It's not a no brainer as SDL updates have been known to break a lot of things in the past. Also Windows is still using 2.0.5 My experience with mac players is that generally you can't ask them to compile the game They are by the maintainer. They require review nonetheless else it might break things in non obvious ways. It's also needed to build SpiderMonkey which runs half the code of the game. They also affect all the other CPUs so they might make the game unplayable for other cpus I agree with you that not everything is that bad but it's not good either.
  6. Hello @Drogoberto Welcome to the forums! Thank you for your application. The title of this post states that you want to work in "3D Environment and Props" do you have any suggestions on the existing objects in the game ? If not is there anything in particular you'd like to work with (e.g. trees, rocks, building scaffoldings, foundations...) Are you familiar with versionning and compilation ? If not that's fine, but it's better if you manage to use the Mac Dev Version. On Windows we provide binaries.
  7. Due to the lack of activity in the sound department and unless someones submits a patch on code.wildfiregames.com it is unlikely
  8. Hi And welcome (back) I assume you have a Ryzen CPU. You will need to manually patch the game up https://wildfiregames.com/forum/topic/28367-amd-ryzen-threadripper-user-read-before-posting/
  9. Did you use the in game mod downloader ?
  10. It's a platform specific bug, there is nothing you can do except using copy paste. It will normally be fixed in the next version.
  11. Hey @slopsbucket No harm done was just making sure to answer all your questions Best regards
  12. Hey, Welcome back, and thank you for the kind words. Still there, you need to SHIFT+CLICK. As denoted by the first popup in the game formation are still WIP, although they will be better in the next alpha. I'm not sure but there are some options that are not shown on the main menu. You need to edit the config file instead. See https://github.com/0ad/0ad/blob/b9cd44a3e1d317921102cb6035b455413d5fbe66/binaries/data/config/default.cfg It is still called Atlas. Scenario Editor is just easier to translate. There is a lot of things that could be better, yes. You are free to contribute on that front. I think that you might be able to do what you want using JavaScript scripting and triggers though.
  13. You can discuss balancing on Phabricator (code.wildfiregames.com) @soloooy0 and with the balancing team. We need to keep the GDPR in mind though.
  14. You can enable it by changing the terrain xml files DE has special ones for terrain https://github.com/JustusAvramenko/delenda_est/blob/master/art/materials/terrain_parallax_spec.xml Notice the big USE_PARALLAX You can also boost the specular value of a material. It's the second number. See the comment here https://github.com/JustusAvramenko/delenda_est/blob/master/art/materials/player_trans_parallax_spec_helmet.xml
  15. @Rolf Dew is the best person to ask
  16. Okay just checking cause the game is OpenGl but happens to use DirectX normals (flipped Y channel) That specular look weak can you boost it ?
  17. How did you bake the normal map ? Did you use directx or opengl? Can you show the specmap?
  18. There is already a mod although it relied heavily on @Alexandermb's work. I can hook you up if you want to contribute.
  19. Use PNG not dds let the game convert them for you. Use terrain_norm_spec. See https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/art/materials for a list of materials'
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