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Everything posted by Stan`
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Summary of 0 A.D.'s attendance at FOSDEM 2020
Stan` replied to Stan`'s topic in Announcements / News
I can't ask 200 people or more -
"Right-click to view more information"
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
It's already working that is just a bug -
Summary of 0 A.D.'s attendance at FOSDEM 2020
Stan` replied to Stan`'s topic in Announcements / News
Sure. I'll ask you Just for the record though most people at those events don't like pictures of them being taken. So a lot of blurring would need to be done. -
Summary of 0 A.D.'s attendance at FOSDEM 2020
Stan` replied to Stan`'s topic in Announcements / News
It's @vladislavbelov I couldn't find a a good picture. I guess the closest I can think is a very crowded school campus -
Alright. If you want me to have a look I can it's nice to see new modders active!
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Hey there @DeadTom, Nice to see it's still being worked on. Maybe the artists need a bit of help. If so you can send them to me and I'll be happy to help. The game engine is always a bit overwhelming do you guys plan to have a git repository or something?
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"Right-click to view more information"
Stan` replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I don't think there is, but a patch was attached to that ticket and was never ported. -
World weight map to generate new realistic maps
Stan` replied to WhiteLion's topic in Art Development
Join #0ad-dev -
World weight map to generate new realistic maps
Stan` replied to WhiteLion's topic in Art Development
You can look at the maps here https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/maps/random You can also drop by on IRC if you want to have a more interactive discussion -
World weight map to generate new realistic maps
Stan` replied to WhiteLion's topic in Art Development
No everything is place via script -
World weight map to generate new realistic maps
Stan` replied to WhiteLion's topic in Art Development
No I believe you can only import the height. However I guess one of RMGEN's painters might be able to deduce textures depending on height. Maybe @FeXoR or @nani would know. -
I reported that on the relevant ticket. You might want to add a check for cmpPlayer on line 827 like I suggested on discord
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@wraitii is not actively working on it (I have no clue when or whether he'll work on it again in the future) You could try to use it as is and see if it works for you If something doesn't work is broken let us know and I'll see what can be done.
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File System = (EXT4, NTFS, FAT, HFS, APFS, ZFS, etc...) != 32BIT/64BIT
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That's a filesystem issue I think, not a NSIS issue. I don't even know how to use NSIS yet, so it'll have to wait a bit.
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The problem is NSIS cannot pack files bigger than 2GB. EDIT: Also you need to package the public mod using the archive builder converting all PNGs to DDS
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
@Nescio ^ -
They do Now I'm not sure what @ffffffff or @nani did but I guess one could fix it provided with the interestinglog.html file or you could just disable those mods
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
@Genava55 Do you have any more suggestions for https://code.wildfiregames.com/D2641 -
Almost there https://code.wildfiregames.com/D2597
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I guess the first thing to try is to remove files from the public mod and see if it works.
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There is not much you can do :/
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I'd like for it to do so. I haven't been able to get someone to review it yet. I believe it will be disabled by default though. For my part I can't even test it as I haven't been able to make it work on Windows. Thank you for your interest though, it might help @irishninja to improve his patch. I believe one of the current issues of this patch is that as the interface duplicates part of the code it needs to be maintained by someone otherwise it will break pretty quickly. Which is why for instance @agentx stopped working on Hannibal AI because it was too hard to keep up with engine changes (Feel free to correct me if I'm wrong)