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Stan`

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

  1. On Sunday we had a workshop with some other people. We showed to three or four how to mod the game, and to one how to translate the game. Hopefully there will be new contributors on the forums. We also had a talk with the person who made the GLTF importer for Blender, and we might contact him in the future when we make the switch from Collada to GLTF Finally I had a talk with the school head master about next year art contributions, so we might have 2D, 3D, Animation, and Web Design contributions next school year.
  2. You can ask @feneur if you decide to go that route.
  3. 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.
  4. Not sure whether it's caused by wraitii's speed multiplier patch or just the feeding animation being buggy.
  5. 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
  6. 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
  7. 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
  8. @Alexandermb New gaul barracks with your shields
  9. I was thinking using the javelinist shields Also, they should be props from now on.
  10. Adding it here as well for reference
  11. You can't get new art for the main game, if the main game is finished
  12. 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'
  13. I thought it was finished and committed ?
  14. Didn't you just complain of lag because of alpha transparency decals ?
  15. @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
  16. I pinned the thread, so it's more easily accessible. Thanks for the great work @user1 and @Hannibal_Barca
  17. Might look a lot like the temple... Lion's forums look more promising.
  18. 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.
  19. Do you have any references we could use to update it ? I agree it's a bit too big though. Why is it wrong ?
  20. It's there, lying on the forums, waiting for a true artist to finish it...
  21. 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 ?
  22. @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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