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Stan`

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

  1. A bit disturbing at first but pretty cool and the viewport is nicer. Some stuff is still broken of course but it works fine it doesn't crash so much anymore.
  2. Let's just agree to disagree then as a rule of thumb do not wait for people to do the things you want Youll be disappointed and I speak from experience.
  3. My dear Anexandrias we never go after volunteers we let them come to us. Forcing people is not da way. You must be happy to work for 0 A D and only then can you give your best.
  4. We should have a lot of simple tickets for programmers would make the onboarding easier. It not like the game is finished
  5. Yes I did. I have been working on 2.8 for some time now Im making all my mods models with it.
  6. Sure however I believe you're way overestimating the amount of volunteers willing to go through that process. Nobody gets removed from their credits unless they explicitly ask so, or GDPR compells us to.
  7. Unfortunately you aren't likely to find someone with 3Dsmax here as I believe I'm the last artist that switched to blender. Have you heard of Sketchfab.com ? You could upload your model there. Or you could export your model as Dae print screens are also acceptable. Vray will be miles away from what the model will look in game anyway. If provided with a dae or a fbx file I could also render it in Blender. Still not sure whether its worth it.
  8. Random or Skirmish ? Can you report that if it hasn't already been.
  9. Could likely be added in the metadata.json. would that be a simple ticket @elexis ?
  10. Sure head in the game options to the graphics tab and disable GLSL and post processing. That should do the trick. That's a nasty but we can't seem to fix. Could you also attach to this post the following files: crashlog.txt System_info.txt Crashlog.dmp You will find them in %localappdata%\0ad\logs Thanks for the report.
  11. @Anaxandridas ho SkandiatesSkandiatesSkandiatesSkandiate You should find everything you are looking for here https://trac.wildfiregames.com/wiki/Audio_Voice_List Ignore the table at the bottom. Remember you have to sign the legal waiver as well as anyone recording voices with you. Also everyone doing so have the rights to be credited properly even if their contribution is only linguistic. As for hiring actors that's something we cannot afford. As for replacing Farsi with old Persian it's planned @Itms and @dmzerocold are working on this I believe. Contact them directly for more information. I committed the Farsi voices to improve the game experience a bit and because I believe the contribution should be valued. Could always be used for a mod as well.
  12. @Itms @Samulis @dmzerocold @OmriLahav would be the most knowledgeable in that area. I might help too. @Sundiata can you update that wiki page with the Kushites voices ? (while you are at it fix Mauryan) So currently what we need is: Someone to record - Kushites Voices (I started but didn't have time to finish and variation dont hurt) Research and record - Gaul, Brit, Maur, Iberian (Basque) Voices maybe @Anaxandridas ho SkandiatesSkandiatesSkandSkanSkandiatesSkandiatesSkan Has some voices resources You can also record variants for Greek and Latin voices. We might need some accents for different civs as well
  13. Sure it's here.https://trac.wildfiregames.com/browser/ps/trunk/source/tools/templatesanalyzer/unitTables.py Could use the updates for the script done by @wraitii here: https://code.wildfiregames.com/D302
  14. They are usually on Windows in %localappdata%\0 A.D. Alpha\binaries\data\mods\public\public.zip. If you want to look at a standalone civ have a look at. https://github.com/0ADMods/HanChina You can download a zip version from here: https://github.com/0ADMods/HanChina/archive/master.zip You can also clone the repository from GitHub.com/0ad/0ad.git to get the latest version of the game.
  15. There is on death damage. Was added by @Mate-86 in https://code.wildfiregames.com/rP19950
  16. In this case any advanced text editor such as notepad++, vscode, sublime, emacs, vim will be enough. Happy modding.
  17. Well done. Did you parse the game's templates ? We also have the template analyzer script that does less beautiful visuals.
  18. That's because you set Collada as a starting project. To fix this in the solution explorer right click on pyrogenesis and click "set as startup project" Then it will work. Why do you need to compile the game ?
  19. @DarcReaver: @Prodigal Son is. His current task is to scrap everything from the old design document and make it usable again. He has been working on it for a few months now, because the old one was a mess, and there were a lot of outdated stuff, stuff that didn't belong etc. From what I understood at the last conference I did with Itms, we will release it publicly when he is done. I'm not in touch with @Prodigal Son, only @Itms is, so if you want more informations about the ETA or the global plan you'd have to ask either one of them. This document will be a GitBook Markdown document, where everyone can submit patches to make it evolve. As to who can review such patches, I don't know so I can't give an answer.
  20. As I said a few time someone is working on the design documents. It's not public yet.
  21. Yeah but your head isn't limited to D13, I'm sure you can figure stuff out. It's more a "won't happen before a few stuff are reviewed and committed"
  22. The more complex the map will be the more complicated triggers will be, can't really fight that. That's usual. You'll need a professional version of 3Ds Max, the student version won't do. It will breach our license, and I won't be able to commit models if you use the student version. To get textures and models, you need to either clone https://github.com/0ad/0ad.git or the SVN repository by looking at the instructions here https://trac.wildfiregames.com/wiki/BuildInstructions You should be able to import the collada models in binaries/data/mods/public/art/meshes/structural/ You'll need to familiarize yourself with how to use props. You'll also need to learn how to bake Ambient occlusions maps (Though i can do it for you) If you upload models here you should upload the .max file for our source repository, as well as the dae files for the model. Note that the models only support one texture per mesh. Most of the textures you'll need are already done and are in binaries/data/mods/public/art/textures/skins/structural For the poly count keep it low 12 - 15k wonder 0.5k 1k small buildings 1k 2k medium buildings 2k - 5k big buildings Those are indicative, if you exceed it a bit it's okay. You shouldn't need to though. IMPORTANT you need to sign this Also you'll need to give me permission to credit you, and if so, how you want to be credited, (Nick + Name, Name, Nick)
  23. Yeah I know. I was working on it just before it got removed. However that feature was not complete and more importantly not in a buggy usable state, and mostly leftovers of old stuff before the simulation rewrite which is why it's called simulation2 btw. Sure. But people don't read. What is the third point in the popup dialog when you open the game ? Maybe we could make it more explicit, but the idea is here. We did that, in like A19 or something, and then people started asking us in loop to bring formation back. They were reenabled after that https://code.wildfiregames.com/rP17028 What we need now is @wraitii's fixes. With them work on formations will become easier. I'm sorry you have to undergo that. A solution would be to provide a disable formation mod on modio. That's like two or three files to edit mostly; ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml
  24. Can you make a list ? The best would be screenshots with what to remove. But I guess the most annoying will be the ptolemies market. They have carpets everywhere.
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