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Everything posted by Stan`
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MacOS Catalina requires notarization
Stan` replied to gjsman's topic in Game Development & Technical Discussion
The real question is, is open gl still there ? -
I think you can cause tha'ts how it's done for Xiognu in terra magna Just make an autoresearched tech such as <RequiredTechnology>nomadism</RequiredTechnology> that's only available for the civ. And set the restrictions there It's okay mods make the community live, so I'm happy to help.
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The patch above is a debug patch. It is used to get more information about the error you are encountering. If you don't test it we can't fix it.
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Red water. You haven't given us the error message with the patch above.
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It should have been fixed in https://trac.wildfiregames.com/changeset/22334
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@Itms recently asked me to try Conan on IRC. Conan is a C++ decentralized package manager that is supposed to make life easier for developers. https://conan.io/ So today I tried to make it work with the game and succeeded. It's still missing some libraries, but they are hard to build as they require cygwin, which takes a long time to install. I had no luck with wxwidgets either, the build just fails. You need Cmake and python and a working visual studio 2015 In cmd cd to you libraries/win32 directory then; pip install virtualenv python -m virtualenv .\scripts\activate pip install conan Now let's add some repositories to get all our dependencies For libcurl, libpng,openal,enet, sdl2,ogg,vorbis conan remote add bincrafters https://api.bintray.com/conan/bincrafters/public-conan For miniupnpc conan remote add rhard https://api.bintray.com/conan/rhard/conan For boost, zlib conan remote add conan-community https://api.bintray.com/conan/conan-community/conan And another one just in case conan remote add conan-transit https://api.bintray.com/conan/conan/conan-transit If you want to find another package '*' are wildcards conan search *boost* --remote=conan-center Then all the magic happens in the python file, that's where you define the requirements and the build flags for the libraries Currently not enabled, icu, iconv, wxwidgets. Currently missing gltext (OpenGl) Then finally run load-libs.cmd > output.log This will build the libraries one by one after downloading them, then place all the files in the correct folders. Don't forget to apply the diff on premake conan-premake.diff conanfile.py load-libs.cmd 0 A.D.Using Conan.docx
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That's the lighthouse. What you are looking for is in the vision tag. There is something called RevealShore
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Acient -> Ancient apart from that looks okay
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That's because we have no sound mixing, all sounds are played blindly...
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Mmh does your map have special characters in the name ?
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Ticket: https://trac.wildfiregames.com/ticket/4460#comment:2 EDIT: Would seem the game doesn't like the gastaphretes unit.
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===[COMMITTED]=== Roman Infantry (New texture)
Stan` replied to wackyserious's topic in Completed Art Tasks
Yep, go ahead, looks better to me. I meant bilinear for the shadow, so that creases are darker, and top is lighter Sans titre.xcf -
===[COMMITTED]=== Roman Infantry (New texture)
Stan` replied to wackyserious's topic in Completed Art Tasks
Mmh, can you send me the file ? Oh yeah forgot to answer about that, I didn't know how the helmet looked before, can you do a side by side comparison ? -
Civ: Germans (Cimbri, Suebians, Goths)
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
What about the references I posted above. Anything you like there ? -
===[COMMITTED]=== Roman Infantry (New texture)
Stan` replied to wackyserious's topic in Completed Art Tasks
You are gonna have to add shadows here to show the bumpy effect :). I guess you can use bilinear gradients on each stripes Or the the one that does it automatically depending the shape Btw did you know that by tweaking the texture a bit you could make sure the legs are seamless ? See the art design document. -
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You increase the water height
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
@Sundiata, if you have specific guidelines for writing meroitic, feel free to update this page https://trac.wildfiregames.com/wiki/SpecificNames Also I believe we are still missing IPA for the specific names, though that's optional- 1.040 replies
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@Hannibal_Barca, @user1
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1 I think they have classes that makes them conquestcritical in the parent templates. 2) I'm not sure but @Alexandermb might know. If you find a bug @wraitii might know how to fix it.
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Hey there @Europridae I think you misunderstood the stance of the Art dpt It's not a matter of whether we should do it, it's a matter of who will do it. And the most qualified for it would be @LordGood We need new models and that takes time
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==[Concept Task]== Cimbrians, Ambrones, Teutons
Stan` replied to Lion.Kanzen's topic in Game Modification
Actually 0 - 500 is part II. If the assets are done we'll reuse them -
Civ: Germans (Cimbri, Suebians, Goths)
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
Let me fetch some of the old references from the art repository, not the art_source one, of which you have access I believe. I guess @Genava55 and @Germanic_celt79 could be of assistance. Maybe @Juli51 wants to do some concept art @Andrettin EDIT: Here you go. Props Units Buildings Edit: relevant threads Voices -
Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
Can't hardly say no to mods, they are the reason I'm still here and didn't quit years ago -
Might. I really should get back to improving them in Substance Designer, but I'm always getting sidetracked by other stuff...