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Stan`

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

  1. Well i made a patch to make trees grow back resources over time
  2. Yeah this is the only picture I could find. I mean has no one tried to forge them again ? So from what I see the hammer has an octagonal shape, and a spiky slightly curved end ?
  3. @Genava55 Did you have a chance to see the new shields in the SVN version of the game ? Are they accurate now ?
  4. @Sundiata, @Genava55 are there blacksmith hammer head reconstructions ? All the images I see seem too... Modern ?
  5. Given the error message in the pm he sent me he should disable tls in the game's option lobby tab.
  6. Yeah I believe shadows are really important for the depth effect. The modders at Taleworlds and at Total War made really awesome textures even though the engine wasn't that good, and I always found it awesome how they could take every little detail out. I mean look at this, it is ridiculous: (Taken from the Uniform spoiler here)
  7. Sweet ! The details, though if you want to do more armors, why not For some reason they look better than yours (no offense, also not all of them) but I can't pinpoint why they look better, maybe it's because they have a normal map, which you can by the way enable on animated meshes by setting gpuskinning = "true" in your game options, or maybe it's because they have more details, or different shadows. Maybe @wowgetoffyourcellphone or @LordGood could give you a better insight.
  8. @wackyserious Some ideas for you https://www.artstation.com/artwork/94ZkR https://forums.taleworlds.com/index.php?topic=72668.0 http://www.twcenter.net/forums/showthread.php?633346-Lines-of-Battle-New-textures-unit-Previews/page2&styleid=41 Can you try to add more details like this ? (From the 3rd link) EDIT: I believe we have no special texture for Ptolemy IV, a very brief description can be found here: https://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies
  9. Oh okay. Isn't cheating though to know everybody's scores ?
  10. Oh I thought it was a complete screen. I guess it's pretty easy to add. But you can already access that information I think in the menus.
  11. I pinged him he will look when he has some time
  12. The word you are looking for is polycount (though triscount would be more accurate) You can find some guidelines here https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines
  13. @Crynux There is no real justification for the number itself. The only part where it may be important is to know there has been a battle. To see potentially which of your enemies is the weakest. One of the reason of the lag might be the blood decals which alpha transparency which will have a performance hit. To test that theory just download the no blood mod.
  14. Also apparently a lot of players are playing with GLSL off to improve stability and FPS. But yeah some work could be done as @(-_-) says to just tweak values on maps. I don't if we can do in RMG. I guess there is no reason one wouldn't be able to.
  15. I haven't played AoE 2 that much so maybe a screenshot would help. However my answer is probably not gonna change. There is currently no mod that changes the interface to be that of AoE 2 but I'm sure someone with a little patience could do it.
  16. I assumed you wanted people on board to switch
  17. https://code.wildfiregames.com/D1332 Probably won't get committed though because the performance is too poor. Requires #2577 and #252
  18. Well we could use Godot Make the game a gdnative plugin and rewrite things as we go. Yeah might very likely be. I'm using what I can gather from the wiki and a few recent threads Thanks for clarifying things. a bit.
  19. I think we use the SDL to render the 2D UI, but I might be wrong. If we start to use cairo, we could use it to render fonts atlas depending on resolution as well see: https://github.com/StanleySweet/sdl2-text-renderer
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