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Stan`

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

  1. We need to edit the maps to make use of them first.
  2. At the time it made sense because our gui didn't support it. Now we only need -Resizable panels - Color picker. But it's gonna take time and it is sadly not a priority. Of course if someone want to pick up the task...
  3. I mean use our gui engine instead of an external one
  4. Size should be fixed now. Thank @Alexandermb
  5. Sure I know you don't mean ill Which is why I try to fix as many things as possible with your help. I guess I should stop people at some point though I guess I will fix the orange pot issue and then commit it
  6. Try "PlayerData": [ null, { }, { }, { }, { }, { }, { }, { }, { } ], instead.
  7. You might need to edit the xml file and remove the part where it forces the civs { "Name": "Unnamed map", "Description": "Give an interesting description of your map.", "PlayerData": [ null, { "Civ": "athen" }, { "Civ": "cart" }, { "Civ": "gaul" }, { "Civ": "iber" }, { "Civ": "mace" }, { "Civ": "pers" }, { "Civ": "rome" }, { "Civ": "spart" } ], "CircularMap": true, "VictoryConditions": [ "conquest" ] }
  8. Hey @Toinou you can fix your bug with a simple patch and a recompile The other bug which causes massive slowdowns and speedup is more nasty.
  9. @asterix he uses WxWidgets in the video? I don't want to get rid of it per se, I just want the editor to look like the game
  10. Thanks for contributing btw! You can take over the other patch, by commandeering it
  11. They look totally different from the existing ones...
  12. ... I knew I shouldn't have committed it Every time I trust myself I have to make three commits :::
  13. Nope. Maybe @Angen has some ideas
  14. I agree. I see you kept the old bushes?
  15. Should it deal only hack damage ?
  16. It seems that they now only require to be credited, but they say some images have a specific copyright?
  17. Yes it only works for 1v1 No only for human players.
  18. There is always important things to do I need more people for everything
  19. 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>
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