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Stan`

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Everything posted by Stan`

  1. Yeah I believe that @Tiber7 kind of ran out of time... @Skhorn as well.
  2. Yeah it will extend. However if you take the map binary it can be anything you want cause it's generated code and not part of the game.
  3. That would be CC-BY-SA 3.0 and GPLV2 for js code.
  4. I'm with wow here. Though my argument would also be that the scale will look wrong. One will have either a to small area in the middle too few steps or too tiny ones.
  5. It now ignores 1x bonuses https://code.wildfiregames.com/D1707
  6. Can't you just run the simulation build the wall, save the map ? IIRC that works
  7. I guess it would need a few pings a link to the revision and a programmer review
  8. In svn it is now possible to add techs to modify counter bonuses. I commandeered D1707 so soon the tooltips will be generated automatically
  9. 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.
  10. That's an aborted old project from the @The Undying Nephalim you can seem some screenshots and trailers here
  11. 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 ?
  12. @wraitii Still have that around ?
  13. 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>
  14. They feel a bit cheap to me, Maybe it's the retro look ?
  15. 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.
  16. Well it must fit in a 8x8 foundation.https://trac.wildfiregames.com/wiki/ArtScaleAndProportions
  17. Original concepts The goal is also to reduce it, I believe the front part is as big as the current CC in the game.
  18. @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
  19. @Nescio what's your take on this ? I can't commit nor accept https://code.wildfiregames.com/D1935 until this is settled.
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