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Everything posted by Stan`
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If I understand correctly the person is wondering why there is no visible garrisoning on gates. If that's the case, it's because the engine does not support it yet. See D1418. This something I've been asking for, for a long time. To be able to have both visible garrisoning and specific spots for artillery we need someone to review D2308. But remains the size issue.
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===[COMMITTED]=== Roman Infantry (New texture)
Stan` replied to wackyserious's topic in Completed Art Tasks
As long as it looks good and it is historically correct -
===[COMMITTED]=== Roman Infantry (New texture)
Stan` replied to wackyserious's topic in Completed Art Tasks
What is used currently? -
Try: \art\actors\units\carthaginians\siege_spear.xml <?xml version="1.0" encoding="UTF-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="bolt shooter"> <animations> <animation event=".66" file="mechanical/hele_oxybeles.dae" load=".58" name="attack_ranged" speed="250"/> </animations> <mesh>structural/hele_oxybeles.dae</mesh> <props> <prop actor="props/units/weapons/bolt.xml" attachpoint="projectile"/> <prop actor="props/units/weapons/bolt.xml" attachpoint="loaded-projectile"/> </props> <textures> <texture file="null_orange.dds" name="baseTex"/> </textures> </variant> </group> <material>default.xml</material> </actor>
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Wait you want the actual shooter, or the projectile?
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Sorry I thought you meant arrows. My bad. Would be binaries\data\mods\public\art\actors\props\units\weapons\bolt_tower.xml <?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>props/bolt_tower_projectile.dae</mesh> <textures> <texture file="null_orange.dds" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor>
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Cause most linux users run the game on out of age computers... @Freagarach had only one core until a few weeks ago, and @bb_ 's computer was like a proof of concept at events
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- building hotkeys
- visible corpses limiter
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Specific Name Review: Structures
Stan` replied to Doktoreus's topic in Game Development & Technical Discussion
@Anaxandridas ho Skandiates I committed the greek name and gave credit to the "The European Castalia Society" trac.wildfiregames.com/changeset/23244 -
Sure or create another thread
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Not really I think it's a somewhat rasterized version of our map but I might be wrong.
- 492 replies
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- building hotkeys
- visible corpses limiter
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I don't think he has the choice due to how the minimap is currently rendered and hardcoded in cpp. There is a patch to be able to remove the square by @vladislavbelov not sure what is the status with it It's possible but we don't have the features to with it.
- 492 replies
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- building hotkeys
- visible corpses limiter
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It's just set in a futuristic timeframe So there could totally be planets with livable environnements
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Yeah. Actually removing the directory removes all the files. The problem with removing all resources is you also break all the trees and animals which means you can't reuse old maps :/
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I started adding buildings matching the starcraft ones to see how it goes. All my footprints are wrong since all starcraft buildings are for an unknown reason all shifted 45degrees... Currently civ center cube is 5x5 dunno if it should be 4x4 Couldn't find a way to remove all resources to keep only two, so for now only wood and food are used. Still need a proper vcs replacement, and a name for that. Couldn't find a way to add building dependencies. Supply depot still has territory while it shouldn't Still no civ.json Help is welcome
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Visual feedback for researching
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I think Nescio is a practical man that likes practical things (No offense meant) Having player dependant cmpVisual sounds complicated :/ -
Hello @Binko welcome to the forums. To answer your question those maps were removed because they had copyright, and having them would have caused legal trouble for us. If you want to download them, you can extract them from a previous release on https://releases.wildfiregames.com
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Visual feedback for researching
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Just for the record: the feature has been committed yesterday. Sure maybe @Freagarach could add a status bar for that oo. -
Visual feedback for researching
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I'd like that as well and I have some nice references but I almost convinced Alexandermb to work on animals @Nescio: the progress bar icon on the top right corner. -
Visual feedback for researching
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Currently it's only for researching for trainees I'd have to write another patch... Wouldn't the storehouses look weird without props when not researching? -
Visual feedback for researching
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
You already have it on the screen ? In every actor file -
Visual feedback for researching
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Any idea on what could be done for other buildings? Blacksmith was the easiest (hence the example) but the other I have no idea :/ -
Visual feedback for researching
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
To use it one needs to add a new group to the actor file. <group> <variant frequency="1" name="Idle"/> <variant frequency="0" name="researching"> <props> ... extra researching props </props> </variant> </group> -
@tuk0z Thanks for investing time into looking into those memory issues I'm wondering if we could pinpoint the commit that fixed the issue for you. Also what do you mean the gametime overlay doesn't work?
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Glad you figured it out. If you find the offending one, can you upload it here?
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