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Stan`

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

  1. I guess even 2000 But things will definitely get better in the endgame with D14
  2. You can still play A23B on 20:04 The maintainer confirmed they are using the latest release there. A24 is still in the works.
  3. I guess that could be a use case for the grove concept I had in mind with trees ping @Freagarach
  4. Yes there are plans. I'm currently working with the maintainer to update the dev PPA. I guess the regular should come soon
  5. That's actually not true @Angen is working on formations these days and improving their behaviour
  6. Yes, it should be renamed, but I need to split the thread somehow for the new macedonian wonder
  7. 79 files sound manageable, but I assume you also want to do the carry animations, while at it? EDIT: Where are my manners, thanks for the list!
  8. @fatherbushido Do you have some kind of script we could use to find them and see how many are missing?
  9. @sauerkrautpie If this is any consolation, I'll make sure it's still placeable in Atlas as a capturable structure, because some maps may use it. It's also on some maps as an actor. I guess the main issue with having too many structures is the amount of work for balancing it. Also due to the current way we render the GUI, any new icon has a performance cost multiplied by the number of units selected. A feature to allow changing what could be built needs https://code.wildfiregames.com/D270
  10. @wowgetoffyourcellphone Better now nay ? I missed the apply button T_T
  11. I turned everything on, maxed out :/ Do you have another program running that could do stuff like that like Reshade?
  12. Maybe I have a 1070 though It's almost like the materials of the game are off, or that the sun is different.
  13. That is really weird, I maxed everything out, and yet I still don't have as much shadows. Maybe you modded something else? Added a dll of some kind?
  14. Can you send me your user.cfg file?
  15. So maybe i'll work on it afterwards but if @LordGood wants to take it it's fine as well I like more the celt civs
  16. Thanks but I did not do that one (It was Alexandermb I think) you can check all the shields that will be included in A24 here ( some might not be used) https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins/props/shield
  17. I remember you changed your driver setting?
  18. I guess I could offset the texture a bit for the houses I need to bake the ao again and that's a small fix
  19. Made some adjustements. If there is no big concern, I'll commit it as is gaul_wonder.zip
  20. Sure, but it reduces the amount of work you need to check all the actors for correctness. When I check champions I know I only have to check a few animations, not every possible combination, which is a huge timesaver. For instance you have to make sure that all the anims sync perfectly with the same names, the same number of variations (e.g if you have a horse with 50 idles, you need to have 50 idles for the unit, else one might go out of sync) I guess they could be added I have no strong opinion about it, it's just a lot of work :/ Yeah I think some have the gather praise too. In a perfect world for animation we'd have all the animation for all the units, one could be able to switch between ranged and melee #252 (and others if needed) and relax and ready variants depending on stances.
  21. Thanks for the heads up @fatherbushido I think it is not needed if units don't slaughter animals?
  22. That shouldn't be an issue at all. To create a mod you just need to edit text files and create folders. +---antigonids | +---mod.json | +---art | | +---actors | | | +---structures | | | | +---antigonid | | | +---units | | | | +---antigonid | +---simulation | | +---data | | | +---civs | | +---templates | | | +---units | | | +---structures You will need to create an anti.json civ file (you can copy another one like athen.json) simulation/data/civs You need to add a mod.json { "name": "", "version": "1.0.0", "label": "Antigonids", "url": "https://github.com/0admods/antigonids", "description": "This mod adds the antigonids faction to the game", "dependencies": ["0ad=0.0.24"] } For templates, you can duplicate the ones you need from the public mod (eg. athen_cc) rename it anti_cc.xml and put it into the folder simulation/templates/structures Let me know if I can help more.
  23. Maybe one could put together a mod for now ?
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