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Stan`

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Everything posted by Stan`

  1. @Imarok Thanks. It would seem that the current variants use 'Build_farm' instead of 'seed'. If you change that in the code and apply the following diff it should work. Index: binaries/data/mods/public/art/variants/biped/build_farm.xml =================================================================== --- binaries/data/mods/public/art/variants/biped/build_farm.xml (revision 22869) +++ binaries/data/mods/public/art/variants/biped/build_farm.xml (working copy) @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8"?> <variant name="Build_farm"> <animations> - <animation event="0.5" file="biped/citizen/build.dae" name="Build_farm" speed="100"/> + <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/> </animations> <props> <prop attachpoint="shield"/> Index: binaries/data/mods/public/art/variants/biped/female_build_farm.xml =================================================================== --- binaries/data/mods/public/art/variants/biped/female_build_farm.xml (revision 22869) +++ binaries/data/mods/public/art/variants/biped/female_build_farm.xml (working copy) @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8"?> <variant name="Build_farm"> <animations> - <animation event="0.75" file="biped/citizen/build.dae" name="Build_farm" speed="70"/> + <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/> </animations> <props> <prop attachpoint="weapon_L"/>
  2. If @Alexandermb remakes all the civs shields in the game yes.
  3. Keep it up. I wonder if boeotian helmets had crest. I couldn't find any reference for it save for ricotz' helmets...
  4. I'm sorry if I sounded harsh it was clearly not my intention. I just meant that the mauryan elephant which currently builds by putting planks on the ground would look weird if the plough was applied to farms because building is still a static activity (the unit doesn't move) and so the elephant would be idling there while a plough would appear out of nowhere... Would be nice to have a rider on him yes
  5. An elephant idle with a plough will definitely look weird though...
  6. Yep I guess somewhat similar to the current build one instead that it would spray seeds around ? (Unless elephants are restricted from seedinh by @Imarok)
  7. @Alexandermb feel like doing a little seeding anim for the elephant worker ?
  8. Add the code i'll make the variant
  9. Hello can you try dosabling GLSL and postprocessing in the game options to see if that fixes it ?
  10. @elexis, @wraitii Do you experience this ?
  11. Can you check whether it's that commit and raise a concern if so ? Thank you
  12. IIRC it wouldn't snap to the left (none have that) otherwise. Was changed during the last request on phab
  13. Decals adapt to uneven ground ?
  14. I'm definitely not deleting it
  15. The should be fixed and committed to the han repository Same for the axes and other stuff (shooting anims etc)
  16. @Stan` does that mean i should remove the actual texture for historical accuracy or leave it as fancyness? The best would be that either you or @Enrique would rebake it, you have all the files
  17. Thanks for looking into it Can you fix the missing roman helmet as well so checkrefs.pl stops complaining ?
  18. @Alexandermb apparently on addition to the missing helmet some units also lose helmets when gathering as reported there https://code.wildfiregames.com/rP22839 Can you look into it ?
  19. Well of course I forgot to check that... I guess that's for all the lefties out there.
  20. Thanks for all the great work. Keep it up.
  21. Some errors to be fixed Missing file 'art/actors/props/units/helmets/rome_helmet_attic.xml' referenced by: 'public/art/actors/units/romans/infantry_swordsman_e.xml' Missing file 'art/animation/biped/infantry/spearman/run_ready_shield_shieldsmall.dae' referenced by: 'public/art/variants/biped/base_spearman_ready_smallshield.xml', 'public/art/variants/biped/base_spearman_ready_smallshield.xml', 'public/art/variants/biped/base_spearman_ready_smallshield.xml'
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