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Stan`

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

  1. I agree, after all there is Pyrogenesis and 0 A.D.
  2. Ah yeah sorry for the miscommunication, we are talking about archers and drivers animations
  3. There are a few other, but nothing called elephant, and the riders animations are all for cavalry... Enrique hadn't had the time to make elephant rider animations by then.
  4. Nice, had no idea you could that ! (The zip file export) Unfortunately it's not, only cav anims in there... But thanks a lot for the digging ! Found it in "art_source\trunk\art\meshes and animations\skeletal\units\New units blends\New units armored version with animations.blend" @Alexandermb I believe you are the only one that have the elephant animations They were not in the blend file at that time and haven't been since... Should have asked you then, I'm sorry EDIT : They were committed in https://trac.wildfiregames.com/changeset/20716/
  5. IMHO this is nice but the cost is too big. All those textures to edit, the actor files, the performance cost. Maybe doing something else would be more productive Like I don't know... Animating Micket's models.
  6. Well @wraitii's solution extended to actors with old meshes rigged the the new armature could be good enough for now. Getting rid of the blood lag too.
  7. I'm not sure there is an elephant file. I don't think I ever found it. Maybe Enrique knows more. As for committing just make sure that the checkrefs.pl script is happy and that you do small commits. Make sure you respected the naming conventions as well, that files are well indented that variants have the xml header and that you aren't leaving anything useless behind and missing any files. Would be nice to have everything though because elephants are gonna error out badly otherwise.
  8. Try disabling GLSL and postprocessing in the game's options.
  9. It looks like a permission issue. Maybe @historic_bruno or @wraitii would know. Sorry for the inconvenience.
  10. @wraitii I see well maybe there is a way to specify that in the xml file of the actor viewer in binaries/data/something. It should be updated following your change tho.
  11. Let's look for them I did not want you to make you look old but if you are indeed older than me, then one could think you are probably wiser ?
  12. Some anims don't work as well because they are a combination of two others ie carry idle and I don't think we support that in Atlas
  13. Ask @wraitii I'm sure there is something fishy and he worked on animation synchronisations etc EDIT: too slow XD
  14. I'm not wise... too young for that but maybe you are ?
  15. Sounds good. I would do it in multiple commits. Maybe one that deletes files and one that updates adds new.
  16. Not yet. @vladislavbelov was working on something like that. It's non trivial.
  17. Who knows ... https://code.wildfiregames.com/D2175 @Freagarach
  18. You can change the GUI scale in the game to be bigger by modifying your configuration file and adding for instance gui.scale = 1.2 This will increase the GUI size by 20%
  19. Should be fixed in next version. Currently the AI doesn't use formation because as it's said in the welcome screen those are not a finished feature. Currently formation attack is not implemented, you can also set them to standground.
  20. If you're baking cookies at the same time now that's impressive
  21. I believe you should talk to @wraitii about it / raise concern on the offending commit
  22. That's the issue, the game doesn't group objects using the same textures for rendering... Dunno how hard it would be to implement. Looks nice, but the difference in quality between the props is starting to show a lot.
  23. 37 Is okayish i guess but it's twice as much as the current state. 100 however is 5 times more which would be a bit more problematic in the long run... Nothing compared to the 300+ on the ships but still... @wraitii @vladislavbelov can we make something to not doom the next alpha for low end computers ? Very nice armor BTW
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