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Stan`

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

  1. You could add this on mod.io
  2. You can do it using triggers though. @Freagarach is working on adding the possibility for the next alpha.
  3. Did you apply the patch at D2199 ? You either need to use Arcanist (see wiki:Phabricator) or download and apply the patch using Download Raw diff from the differential revision page.
  4. You need to pass it to update-workspaces.sh like so: $ ./update-worskspaces.sh -j4 --with-rlinterface
  5. Okay then replace all the contents of %localappdata%\0 A.D. alpha\binaries\system with the attached zip: fixed-build-for-ryzen.zip
  6. Hey @Mr.Monkey What os are you on?
  7. I believe we reached the productive part of this thread. If you need information concerning your ban please contact @user1. If you want to stop being banned maybe stop breaking the rules?
  8. Using the logos here, I made a few variants of the Wildfire Games logo in SVG version. For all the three examples above, I assume it's best to use the logo only, and use real text, as it will look better than any pixelated version of text. I am against using a real character for the logo, as it removes the artistic liberties taken when designing it. wildfire_games_logo_only.svg wildfire_games_logo_text_bottom.svg wildfire_games_logo_text_left.svg wildfire_games_logo_text_left_two_lines.svg
  9. One has to be careful with the license of the heightmaps.
  10. @Mina 0 A.D. won't be part of thr GSOC this year either. I am sorry. Would you still like to make some contributions to the AI?
  11. I actually plan to use Wesnoth's lore in 0 A.D. But I need help to design everything as I simply don't have enough time.
  12. Ponies Ascendant and Hyrule Conquest not fantasy enough for ya? I'm working (slowly) on https://www.moddb.com/mods/dwarfs There was also a mythology mod @Rolf Dew was working on
  13. About texturing you could reuse the current game texture until you make something better
  14. There is likely a very high resolution here, and I'll try to make a SVG soonish.
  15. I guess you could make a patch
  16. That's because the logo in Phabricator is not completely an image. The text part is actual text which is why it looks so sharp. The forums' however is a png, and the ingame logo must be something like 128x256. The GUI needs change to accommodate a bigger resolution, or the engine to support SVG. For the forum and trac though I guess I could provide a SVG version. Should be pretty easy to obtain with inkscape. EDIT: Depending on what you have on your computer the font changes in Phab: body { font: 13px 'Segoe UI','Segoe UI Emoji','Segoe UI Symbol','Lato','Helvetica Neue',Helvetica,Arial,sans-serif; font-size: 13px; }
  17. Hey @DeadTom Thanks for keeping up with it! If you have any question about the folder structure you can ask in this thread. If you need a more interactive explanation you can drop by IRC or ask me on Discord. As general rule for modelling in this kind of environment keep the number of polygons as low as possible and work a lot more with the textures. There are some general recommendations here and there. For non humans maybe you should look at our animal blendfiles, or ask @LordGood how he did it with Ponies Ascendant. Animations can be a bit tricky for beginners to get in the game and there a few steps to follow. You can find a basic tutorial on how to get things in the game here. Hope it helps. Have a nice day too, let me know if I can help.
  18. Yeah. I actually am not sure. I got only that far
  19. Did you use mozilla build starting from a 32bit msvc command prompt.
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