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Everything posted by Stan`
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@Nescio yep sounds good to me too We should use most of them, those we don't won't get in for now
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First try - Caribbean Island
Stan` replied to Marcus Brutus Bombastus's topic in Scenario Design/Map making
Please do so -
Age of Empires 2 Definitive Edition
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Well apparently the vanilla one is also nice so Enjoy the choice? -
@chrisf It runs badly on the 3 but the four should have enough ram... as depicted in the video above.
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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.
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I was more thinking of a volcanic one but that works too.
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Updated the mod started adding buildings for terrans (just the templates with placeholder art) but it's slooooow.
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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.
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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
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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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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.
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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.
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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