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Everything posted by Stan`
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	Can you commit those @Enrique ?
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	Ah I thought you wanted to merge back all greek civs into a hellenic one.
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	It's not possible ^^" Would be a waste of the current art though then
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	Yeah so we'd use the same set and style for all greek factions correct ?
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	How would the art follow ?
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	Nice ! (On a related not I believe all blend files that are bigger than a few MB need to be zipped)
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	Yeah definitely better
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	Sure. How big is it when you zip it and/or use blender compression ?
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	Dunno, does it make sense to have them all in a single blendfile ? Wouldn't it make more sense to have on file per civ so it's less layers to look into ? It's up to you
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	Thank you
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	@Alexandermb Can you fix the missing rome attic helmet used by the infantry swordsman e ? Or tell me what file it should be referencing so I can fix it ?
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	Elephants dont use those variants they are for biped only Elephants will use another one.
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	No art is ready code is not yet
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	@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"/>
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				===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
If @Alexandermb remakes all the civs shields in the game yes. - 
	Keep it up. I wonder if boeotian helmets had crest. I couldn't find any reference for it save for ricotz' helmets...
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	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
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	An elephant idle with a plough will definitely look weird though...
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	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)
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	@Alexandermb feel like doing a little seeding anim for the elephant worker ?
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	Add the code i'll make the variant
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	Hello can you try dosabling GLSL and postprocessing in the game options to see if that fixes it ?
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	@elexis, @wraitii Do you experience this ?
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	Can you check whether it's that commit and raise a concern if so ? Thank you
 
