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Stan`

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

  1. Nope. Maybe @Angen has some ideas
  2. I agree. I see you kept the old bushes?
  3. Should it deal only hack damage ?
  4. It seems that they now only require to be credited, but they say some images have a specific copyright?
  5. Yes it only works for 1v1 No only for human players.
  6. There is always important things to do I need more people for everything
  7. 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>
  8. 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
  9. @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
  10. If I switch their position it's fine?
  11. Could work for millenium ad with @Freagarach limited ammunition patch and secondary attack support. Ammo replenishing sounds annoying to micro though.
  12. Can confirm it's because the vision bounding box might be a bit too big.
  13. It depends on the source of the height map (They had to be remade with compatible ones) Where are you taking your heightmaps from?
  14. So? Dunno could change color I guess.
  15. 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
  16. 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
  17. 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.
  18. Sorry must have been clearer. I meant the stance icons:
  19. I guess I could reuse those used in the left panel ?
  20. I made some adjustements and updated the cursors as well. Thoughts? step4-1-icons.pyromod
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