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Everything posted by Stan`
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
Which is why @Itms found two people to work on the design document, and we have @borg- working and experimenting balancing in his mod. You can find said design document here. The markdown source can be found here. If you wish to contribute in some way, please feel free to do so by contacting @Itms directly. Of course this isn't perfect, and I would be much more happier if the game had perfect balance in the first place. However, I was asked what, in my own point of view, were the pros and cons. Since the goal is to try to find pros I thought it was a pretty good one. As @wowgetoffyourcellphone said, balancing needs experimenting (and other stuff). Mods are a good way to experiment things between releases, as they don't follow the same schedule. It also allows one with no prior experience on balancing the game to learn things. It's kind of a way to get people to be competent with the balancing of the game by having a deeper knowledge. In the industry, of course yes. Here it's a bit different, all external people are potential game developers. You could also be. That is not the problem here The issue is that we have to ensure we are not breaking the game, that's what the review process is for: Ensuring quality. @elexis learnt the hard way that stacking patches on top of each other for years make the game unmaintenable and makes it require a lot of cleanup sometimes a full rewrite., so now he is very careful about everything he does which is a good thing. It's implemented in @borg-'s mod, and it seems to work quite well, but just because a code works doesn't mean it's good. We can't rely on quick and dirty code. Also, even though I do code, I don't have the programmer's hat, I have exactly the same impact there as say @Angen except I have the rights to commit my own code once it's reviewed. tldr; The patch isn't implemented not because it breaks mods, but because we aren't sure this is the best way to do it. Of course, and we sometimes help them to adapt. Well we are kind in a unique situation to be honest. -
Not sure whether it's caused by wraitii's speed multiplier patch or just the feeding animation being buggy.
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See the first post.
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Hello everyone, Today I gave a presentation in Rennes for the GrafikLabor, you can find the presentation slides in the third post below. The presentation was recorded, so you will probably be available soonish, and you'll be able to see my face We also had a LAN party with 8 people here is the replay: 2019-03-22_0001.zip
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"Please help me" multiplayer sign up crashing on mac
Stan` replied to Vespuch's topic in Help & Feedback
Hello you have two options: 1. In the game options, in the lobby tab disable TLS 2. Download, install and use the fixed bundle from here http://www.mediafire.com/file/00lxxtdmsu64nrs/0ad-0.0.23b-alpha-osx64.dmg/file -
Hello and welcome to the forums, Glad to see you like the game. There are a few reasons the game lag, and those are not one of them The absence of threading (multicore support) for the pathfinder, the old OpenGL version, the fact that we are using and outdated version of Spidermonkey, and finally the fact that a lot of optimizations for the pathfinder are yet to be committed are the reason the game slows down when many units are moving
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I was thinking using the javelinist shields Also, they should be props from now on.
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Adding it here as well for reference
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===[COMMITTED]=== Horse Update 2.0 (Retexture)
Stan` replied to Alexandermb's topic in Completed Art Tasks
You can't get new art for the main game, if the main game is finished -
===[COMMITTED]=== Horse Update 2.0 (Retexture)
Stan` replied to Alexandermb's topic in Completed Art Tasks
Yeah, there are still errors, I will help @Alexandermb to fix them Missing file 'art/actors/props/horse/cav_rein_swordsman_shield.xml' referenced by: 'public/art/actors/units/gauls/hero_cavalry_swordsman_vercingetorix_m.xml' Missing file 'art/animation/biped/rider/cavalry/attack_shield_stab.dae' referenced by: 'public/art/variants/biped/attack_slaughter_spear_shield_cavalry.xml', 'public/art/variants/biped/attack_slaughter_spear_shield_cavalry.xml' Missing file 'art/animation/biped/rider/cavalry/attack_stab.dae' referenced by: 'public/art/variants/biped/attack_slaughter_spear_cavalry.xml', 'public/art/variants/biped/attack_slaughter_spear_cavalry.xml' Missing file 'art/animation/biped/rider/cavalry/gather_meat.dae' referenced by: 'public/art/variants/biped/rider/gather_meat.xml' Missing file 'art/animation/biped/rider/cavalry/idle_2hand_spear_relax.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_reverse.xml' Missing file 'art/animation/biped/rider/cavalry/idle_shieldsmall_ready.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_shieldsmall.xml' Missing file 'art/animation/biped/rider/cavalry/walk_2_hand_spear_relax.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_reverse.xml' Missing file 'art/animation/biped/rider/cavalry/walk_shieldsmall_ready.dae' referenced by: 'public/art/variants/biped/base_cavalry_spearman_ready_shieldsmall.xml' Missing file 'art/meshes/props/horse/kush_straps.dae' referenced by: 'public/art/variants/quadraped/props/straps_kush_02.xml', 'public/art/variants/quadraped/props/straps_kush_03.xml', 'public/art/variants/quadraped/props/straps_kush_base.xml' Missing file 'art/meshes/props/horse/kush_straps_head.dae' referenced by: 'public/art/variants/quadraped/props/straps_kush_head.xml' Missing file 'art/meshes/props/horse_back_armor.dae' referenced by: 'public/art/variants/quadraped/props/back_armor_base_bronze.xml', 'public/art/variants/quadraped/props/back_armor_base_iron.xml' Missing file 'art/meshes/props/horse_back_blanket.dae' referenced by: 'public/art/variants/quadraped/props/back_blanket_base.xml' Missing file 'art/meshes/props/horse_blanket_short.dae' referenced by: 'public/art/variants/quadraped/props/blanket_celt.xml' Missing file 'art/textures/skins/skeletal/horse.dds' referenced by: 'public/art/actors/props/structures/carthaginians/farmstead_horse.xml' Missing file 'art/textures/skins/skeletal/horse_celt_boudicca_a.dds' referenced by: 'public/art/actors/units/britons/hero_chariot_javelinist_boudicca_h1.xml' Missing file 'art/textures/skins/skeletal/horse_celt_boudicca_b.dds' referenced by: 'public/art/actors/units/britons/hero_chariot_javelinist_boudicca_h2.xml' Missing file 'art/variants/biped/base_cavalry_swordsman_shield_ready.xml' referenced by: 'public/art/actors/units/britons/hero_cavalry_swordsman_cunobelin_r.xml' -
I thought it was finished and committed ?
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Didn't you just complain of lag because of alpha transparency decals ?
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@Bigtiger Great work as always. When the four issues on the repo are fixed, I should be able to commit it I think #3 Is done. Using the cliffs and geysers from the eyecandy mod will be for another commit https://github.com/BigTiger7/0ad_flora/issues
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I pinned the thread, so it's more easily accessible. Thanks for the great work @user1 and @Hannibal_Barca
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Might look a lot like the temple... Lion's forums look more promising.
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That can be fixed easily I think. Okay so it's wrong for both athenians and macedonians. Though it could be used for other purposes such as ship repair.
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Do you have any references we could use to update it ? I agree it's a bit too big though. Why is it wrong ?
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It's there, lying on the forums, waiting for a true artist to finish it...
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What's up with that ? What would you see instead ? What's the issue with it ? Is it because it's a duplicate of the athen dock ?
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@HMS-Surprise Would it possible for you guys to run the svn version of the game ? This would provide us with accurate feedback and recent commands.txt @wraitii is working on the pathfinder, and will be needing real life samples to make sure nothing get unintentionally broken
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Trailing numbers in tooltip
Stan` replied to Nescio's topic in Game Development & Technical Discussion
I thinks it's already in ? -
I used the mesh not the footprint
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Save Nonvisual Game Replay
Stan` replied to irishninja's topic in Game Development & Technical Discussion
I guess it's because we do not serialise AI commands You could use this patch https://code.wildfiregames.com/D153 You could also finish it it following Itms comments If your changes are good we will try to get them in our engine
