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Everything posted by Stan`
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It does not work for me... head goes completely out of sync. Did you by any chance forget to delete the base_female_walk file in milleniumad, hence, overwriting whatever was in SVN?
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T_T This make even less sense... You're removing animation variations for running and leaving the idle as is and it works for you?
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Sadly most of the time we can't use stuff from the "www" because their license is not compatible with ours... /me is confused thracians should not be in milleniumad...
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Sadly most of the time we can't use stuff from the "www" because their license is not compatible with ours...
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Yes. Might have been Dacian, I think there was a confusion at some point.
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Never had time to finish those
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Yeah that file comes from the public mod. What I don't understand is why it works for you and not for me.
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Wait... it works for you? For me it eventually goes out of sync no matter what ^^
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Thanks for the bug reports @Mr.lie maybe @m7600 wants to have a look at those? Else I will fix them, but I don't think I will have time soonish... I looked into it but no matter what I change the variant base_female_relax to I can't get it to sync. The variant was incorrect <?xml version="1.0" encoding="UTF-8"?> <variant frequency="1" name="Base"> <animations> <animation file="biped/citizen/idle_relax_f_long.dae" name="Idle" speed="100"/> <animation file="biped/citizen/idle_relax_f_short.dae" name="Idle" speed="100"/> <animation file="biped/citizen/idle_relax_f.dae" name="Idle" speed="100"/> <animation file="biped/citizen/idle_relax_f.dae" name="Idle" speed="100"/> <animation file="biped/citizen/idle_relax_f_long.dae" name="Idle" speed="100"/> <animation file="biped/citizen/walk_relax_f.dae" name="Walk" speed="20"/> <animation file="biped/citizen/run.dae" name="Run" id="run1" speed="8"/> <animation file="biped/citizen/run.dae" name="Run" id="run2" speed="9"/> <animation file="biped/citizen/run.dae" name="Run" id="run3" speed="10"/> </animations> </variant> instead of <?xml version="1.0" encoding="UTF-8"?> <variant frequency="1" name="Base"> <animations> <animation file="biped/citizen/idle_relax_f_long.dae" name="Idle" id="idle1" speed="100"/> <animation file="biped/citizen/idle_relax_f_short.dae" name="Idle" id="idle2" speed="100"/> <animation file="biped/citizen/idle_relax_f.dae" name="Idle" id="idle3" speed="100"/> <animation file="biped/citizen/walk_relax_f.dae" name="Walk" speed="20"/> <animation file="biped/citizen/run.dae" name="Run" id="run1" speed="8"/> <animation file="biped/citizen/run.dae" name="Run" id="run2" speed="9"/> <animation file="biped/citizen/run.dae" name="Run" id="run3" speed="10"/> </animations> </variant> But even with the ids it does not want to sync.
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See https://code.wildfiregames.com/D2372
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Error message on Ubuntu 20.04 LTS
Stan` replied to Samuraijp's topic in Game Development & Technical Discussion
Could you elaborate? (The doesn't works properly part) -
Thanks for sharing @mysticjim
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@Genava55 would a gaul archer require extra textures, or can we use the current armour and helmets for base advanced and elite ? Else it's just XML work
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@borg- @Nescio do we have patches that differentiate the gaul from the briton roster on Phab?
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I could use the same model as the athenians, with a gaul driver, I was just wondering
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Nope sadly. Still need to create the faction placeholder buildings and units as well as techs and other requirements.
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Is there a patch for black cloaks? There seem to be q consensus here.
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SVN, Fire demange and poison demange
Stan` replied to soloooy0's topic in Introductions & Off-Topic Discussion
To add fire status effect see https://code.wildfiregames.com/D2737 -
You need to edit the Collada file manually. Remove everything between </asset> and <library_geometries> then try to import again. Alternatively you can use my actor importer plugin for blender.
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Well you could boost their stats, or put them on siege towers? What's this about?
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https://code.wildfiregames.com/D2859 https://code.wildfiregames.com/D2860
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I guess @nani and @ffffffff might have some insights. You need to look into binaries/data/mods/public/gui for the files you'll need to change (probably session.xml and session.js) Getting the resources should be easy.; Best of three kinda impossible since you wouldn't know that, time is already implemented, just a matter of position, For the production queue, might be a bit more tricky.
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<Sound> <SoundGroups> ... <trained>actor/fauna/animal/goat_trained.xml</trained> </SoundGroups> </Sound> I'm not sure I understand this one...
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Sorry, I'm a noob and I can't build the code.
Stan` replied to LeineX's topic in Game Development & Technical Discussion
How did you install that one? Don't worry I'll help you figure out how to build. -
That's #252 @bb_ has a wip patch somewhere.