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Stan`

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

  1. 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.
  2. 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
  3. 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.
  4. As long as it looks good and it is historically correct
  5. 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>
  6. Wait you want the actual shooter, or the projectile?
  7. 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>
  8. 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
  9. @Anaxandridas ho Skandiates I committed the greek name and gave credit to the "The European Castalia Society" trac.wildfiregames.com/changeset/23244
  10. Sure or create another thread
  11. 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.
  12. It's just set in a futuristic timeframe So there could totally be planets with livable environnements
  13. 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 :/
  14. 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
  15. I think Nescio is a practical man that likes practical things (No offense meant) Having player dependant cmpVisual sounds complicated :/
  16. 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
  17. Just for the record: the feature has been committed yesterday. Sure maybe @Freagarach could add a status bar for that oo.
  18. 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.
  19. 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?
  20. You already have it on the screen ? In every actor file
  21. Any idea on what could be done for other buildings? Blacksmith was the easiest (hence the example) but the other I have no idea :/
  22. 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>
  23. @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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