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Stan`

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Everything posted by Stan`

  1. 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?
  2. 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?
  3. 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...
  4. Sadly most of the time we can't use stuff from the "www" because their license is not compatible with ours...
  5. Yes. Might have been Dacian, I think there was a confusion at some point.
  6. Yeah that file comes from the public mod. What I don't understand is why it works for you and not for me.
  7. Wait... it works for you? For me it eventually goes out of sync no matter what ^^
  8. 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.
  9. See https://code.wildfiregames.com/D2372
  10. Could you elaborate? (The doesn't works properly part)
  11. Thanks for sharing @mysticjim
  12. @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
  13. @borg- @Nescio do we have patches that differentiate the gaul from the briton roster on Phab?
  14. I could use the same model as the athenians, with a gaul driver, I was just wondering
  15. Nope sadly. Still need to create the faction placeholder buildings and units as well as techs and other requirements.
  16. Is there a patch for black cloaks? There seem to be q consensus here.
  17. To add fire status effect see https://code.wildfiregames.com/D2737
  18. 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.
  19. Well you could boost their stats, or put them on siege towers? What's this about?
  20. https://code.wildfiregames.com/D2859 https://code.wildfiregames.com/D2860
  21. 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.
  22. <Sound> <SoundGroups> ... <trained>actor/fauna/animal/goat_trained.xml</trained> </SoundGroups> </Sound> I'm not sure I understand this one...
  23. How did you install that one? Don't worry I'll help you figure out how to build.
  24. That's #252 @bb_ has a wip patch somewhere.
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