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Stan`

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

  1. They feel a bit cheap to me, Maybe it's the retro look ?
  2. 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.
  3. Well it must fit in a 8x8 foundation.https://trac.wildfiregames.com/wiki/ArtScaleAndProportions
  4. Original concepts The goal is also to reduce it, I believe the front part is as big as the current CC in the game.
  5. @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
  6. @Nescio what's your take on this ? I can't commit nor accept https://code.wildfiregames.com/D1935 until this is settled.
  7. 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
  8. 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.
  9. I guess you could pretty much do it with the current assets
  10. 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.
  11. 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.
  12. Red water. You haven't given us the error message with the patch above.
  13. It should have been fixed in https://trac.wildfiregames.com/changeset/22334
  14. @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
  15. That's the lighthouse. What you are looking for is in the vision tag. There is something called RevealShore
  16. Acient -> Ancient apart from that looks okay
  17. That's because we have no sound mixing, all sounds are played blindly...
  18. Mmh does your map have special characters in the name ?
  19. Ticket: https://trac.wildfiregames.com/ticket/4460#comment:2 EDIT: Would seem the game doesn't like the gastaphretes unit.
  20. 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
  21. 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 ?
  22. What about the references I posted above. Anything you like there ?
  23. 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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