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Stan`

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

  1. There is always important things to do I need more people for everything
  2. Looking at it, it's actually a todo source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Object/Object.cpp:572 I guess I can inspire myself from https://code.wildfiregames.com/D2042 to make it work. It should only take the names in the animation blocks for each variant, parent variant and groups <animations> <animation event="0.5" load="0.0" name="attack_ranged" speed="100"/> </animations>
  3. Might be, but I won't be able to work on that until I finish some other things. I'd like to have a statue of https://fr.wikipedia.org/wiki/Cernunnos for the temples maybe. I'm making the last adjustments this is the last step if you think that is better. I wanted to adress a few of @Nescio's requests without spending too much time on them, because sadly I don't have unlimited time
  4. @fatherbushido I wonder if it wouldn't be nicer to find a way to filter the available animations instead in atlas. Other than that I discussed it briefly with Alexandermb and he seems to agree with the idea of adding the missing lines for the files above
  5. If I switch their position it's fine?
  6. Could work for millenium ad with @Freagarach limited ammunition patch and secondary attack support. Ammo replenishing sounds annoying to micro though.
  7. Can confirm it's because the vision bounding box might be a bit too big.
  8. It depends on the source of the height map (They had to be remade with compatible ones) Where are you taking your heightmaps from?
  9. So? Dunno could change color I guess.
  10. Yes Well the tabbing should be culled but its not currently there is a patch for it. i believe. I guess maybe somethings is computed depending on the orientation? Could be sound maybe
  11. I am afraid we can't use NASA heightmaps as they could be copyrighted if they used SRTM to get them, see https://code.wildfiregames.com/D957 The maps look good, but maybe you could try to add more grass texture variations? Also that's a lot of crocodiles
  12. To see what is actually rendered you need to tick the lock cull camera options. If you tilt the camera you will see that more is rendered. if it's low enough, it will render a straight line through the entire map.
  13. Sorry must have been clearer. I meant the stance icons:
  14. I guess I could reuse those used in the left panel ?
  15. I made some adjustements and updated the cursors as well. Thoughts? step4-1-icons.pyromod
  16. I guess avoiding to play on naval maps But thanks to your report we might be able to fix it for the next version.
  17. You can already play some maps by night. A day and night cycle could be implemented on a map basis, but there is currently no one available working on this feature.
  18. Added more variation to the texture so it's less uniform.
  19. If both sides end up in symmetric then yes it won't work and all the traffic needs to go through a TURN server which can end up using a lot more resources.
  20. You can't log in at all through stun? or just specific hosts? I wrote a C# program that test multiple stun servers, I wonder if it would find an IP for you. You could also try to replace the lobby.wildfiregames.com stun adress by stun.ekiga.net, and see if it works better.
  21. Well if you have a public ipv6 adress, stun might return an IPV6 adress that the game won't understand.
  22. Does it work with the enet ipv6 patch?
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