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Stan`

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

  1. I made it Do you like it? Also btw your mod crashes atlas for me... not sure why.
  2. What changed? @Alexandermb
  3. Well actually those it takes to remove the stretching And for the rest I'm open to ideas
  4. @Nescio yep sounds good to me too We should use most of them, those we don't won't get in for now
  5. Well apparently the vanilla one is also nice so Enjoy the choice?
  6. @chrisf It runs badly on the 3 but the four should have enough ram... as depicted in the video above.
  7. You need to edit templates to fix this (which might make you out of sync) or find a dae file with a projectile prop point.
  8. I was more thinking of a volcanic one but that works too.
  9. Updated the mod started adding buildings for terrans (just the templates with placeholder art) but it's slooooow.
  10. The problem is their obstruction. A ram can't pass if there units on top of the wall... I knew it was possible it was actually done in the han faction I'm not sure. @borg- what do you think? Stay tuned.
  11. So definitely the buildings with no backgrounds as they look nicer! If it's possible to make the white background transparent so it looks good on dark mode as well that'd be perfect. As for the description I'd say on the right
  12. 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.
  13. As long as it looks good and it is historically correct
  14. 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>
  15. Wait you want the actual shooter, or the projectile?
  16. 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>
  17. 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
  18. @Anaxandridas ho Skandiates I committed the greek name and gave credit to the "The European Castalia Society" trac.wildfiregames.com/changeset/23244
  19. Sure or create another thread
  20. 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.
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