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Stan`

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

  1. Well IIRC it doesn't work for AIs. I'm not even sure you can replay a game with an AI as the commands it sends are not saved anywhere. Then there is the issue of rejoining.
  2. The game is 32bit so it can only use up to 4GB of RAM. I guess generating a Giant latium creates too many objects and runs out of memory. There is some work to be done in this area @elexis might know more.
  3. Those two sounds like they are just a bug to fix
  4. Yes we are still up. Still waiting for the crowdfunding people faces and their permission.
  5. Long story short nope. @sanderd17 attempted something like that in the past but it didn't work out. Else it could be convenient for visible garrisoning
  6. You could also try to apply the scale in blender
  7. While at it mirror the face so that it's complete
  8. Hello @Adrix Thanks for your interest in modding. Feel free to ask any question you have and I'll do my best to help you. For your specific issue, I believe the problem lies in the fact that you haven't re-exported the other animations with the size changes. So when the game loads your new, smaller mesh it actually loads the armature from those files and deform it to fit. Also please note that the engine does not support bone scaling (rotation and location only) Collada does support it but then the file is converted to psa (for anims) and (pmd for static meshes) which do not support it. Sorry for the inconvenience. I'm not sure whether it's documented on the wiki.
  9. How does it move with anims ?
  10. Corrals are not implemented yet Same as 1 It's normal because you task him to the temple hence cancelling previous orders. https://trac.wildfiregames.com/wiki/HotKeys. Yeah it does not maybe @Angen new one could. Happens sometimes any map in mind ? I believe you can by pressing tab see the range or do you mean something else. Welcome to the forums. Glad you like the game.
  11. I couldn't find the wiki page for the network but I believe it's how it works yes
  12. They'd be Idle a bit more slowly or faster It can be used to create random variations so why not.
  13. Disable TLS in the game options. Lobby tab.
  14. Both computers compute the moving units and determine which one got to the crate first
  15. Yeah I got that. If you replace my barrel it will also replace all those of the upgraded civ structures ^^ So it's up to you. The new one look nice.
  16. 512x512 is big though.I don't know what size the current barrels use. but given the texel density, I'd say half might be a reasonable amount ? (High res can go in the art repo) I was all for propping, but I'm still pondering whether it was a mistake (Still sounds very convenient to be able to update all buildings props at once) I believe the new barrel I made had three variants, open, closed, and with the lid on the side, dunno how reusable that is. Back on topic it might be wasteful to have it in the game but not use it, but I'm not sure having it here/in the art repo is better for posterity...
  17. Nope computed by all the players Well it's different, Gaia entities are controlled by a js script called UnitAI That's correct. You mind want to read this https://wildfiregames.com/forum/index.php?/topic/26937-fixing-quitting-in-games/&tab=comments#comment-384284
  18. Greetings, and welcome to the forums There is a patch by me here https://code.wildfiregames.com/D1718 it's stalled until I rewrite it to use status effects instead. Not really, all the players compute the game state on their own computer (if the host was able to change things during the game, that would make all the players out of sync) There are a few things that runs indepedently of the players. Like the Extinct Volcan map where the water will slowly increase until everything is drown. There are plans to add weather (currently you can only specify the biome on random maps) and day and night. Currently those two need some CPP changes, as one cannot access such things from the simulation.
  19. Method 1: Defining animations in actor files Pros: Easy Cons: If multiple models are using the same animations if you want to change them all you have to change a lot of files. Lots of duplication Method 2 using variant files Pros Little duplication Easy maintenance Variants can inherit one another Cons A bit more complex to understand Why are there groups. Groups are here for the carry Idle animation so that there are two idles one with and without resources. @wraitii and @Alexandermb can tell you more.
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