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Stan`

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Everything posted by Stan`

  1. It now ignores 1x bonuses https://code.wildfiregames.com/D1707
  2. Can't you just run the simulation build the wall, save the map ? IIRC that works
  3. I guess it would need a few pings a link to the revision and a programmer review
  4. In svn it is now possible to add techs to modify counter bonuses. I commandeered D1707 so soon the tooltips will be generated automatically
  5. Actually we discussed with @Itms IRL and that's something that always bothered us, also, it's incredibly sexist. After D1955 villagers will be able to be a mix of men and women so if we do want two separate types of citizen it will be possible D1955 Will allow the game to switch visual actors from male to female at run time randomly (one will also be able to specify more genders), and update the sound accordingly.
  6. That's an aborted old project from the @The Undying Nephalim you can seem some screenshots and trailers here
  7. Basically glow oscillating between 0 and 1 with sinus of the time for instance. Do you think it could work with player color as well ?
  8. @wraitii Still have that around ?
  9. Experimenting with glowing materials, to know how they work. Model will likely be used in a mod of mine if I make more than this. @vladislavbelov I guess there is no way I can make the glow stronger ? It doesn't work with the sun. Also would be nice to have an oscilating shader. Still far from EDIT : It seems I can't make it react to player color... <?xml version="1.0" encoding="utf-8"?> <material> <define name="USE_SELF_LIGHT" value="1"/> <required_texture name="baseTex"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <shader effect="model"/> <define name="USE_PLAYERCOLOR" value="1"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> </material>
  10. They feel a bit cheap to me, Maybe it's the retro look ?
  11. Oh I gave the art design document link so that it could be updated. In the end we should have a blocking model for each building like the ones @LordGood did for the range the stable and the workshop. Typically the corral should be like 4x8 or something like that. I haven't checked so I took the smallest square size. It's by no mean an absolute.
  12. Well it must fit in a 8x8 foundation.https://trac.wildfiregames.com/wiki/ArtScaleAndProportions
  13. Original concepts The goal is also to reduce it, I believe the front part is as big as the current CC in the game.
  14. @Genava55 What about the upper part with some props in front ? I'd like to be square like the other cc Or this maybe (the main structure). Link to the video
  15. @Nescio what's your take on this ? I can't commit nor accept https://code.wildfiregames.com/D1935 until this is settled.
  16. Hello there. You should have a look at It might be what you need. The engine is open source and totally moddable. You can find the code and how to compile it on trac.wildfiregames.com
  17. Sounds overkill, Open AL is an API, this is a full fledged sound engine, which can be good, but I'm not sure that's what we want.
  18. I guess you could pretty much do it with the current assets
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