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Stan`

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

  1. Nah I just want the best for our players Though a lot of people asked me about 4K support Yeah maybe so that it looks more 'precise' But anyways who am I kidding, it's awesome and should be committed ASAP.
  2. Mmh. Ah sorry I didn't mean sharp that way. Only that we can see the brush strokes
  3. Might need a wee more details on the leaves don't you think ?
  4. Hey nice work How do they look from up close ? We have to take into account that there might be cinematics now
  5. I got an answer. So should be good We will add them to the credits.
  6. That's in my todo list, however it's a pretty boring task, so it's not high priority. This will likely need a new texture. Or more, cause I expect you to want variations We are gonna need references for those
  7. Try to reduce the noise on the paint. I think only the specular should show that it's not perfectly smooth. But scratches are nice. Might use a little normal bump
  8. Some say his spirit still haunts this place to this day
  9. Something like this ? Or see the thureos example
  10. IIRC it's broken it needed a few patches to work and alot more to be useful I remember there was some ticket about it.
  11. Thanks Did they have any comments on the model itself on ways it could be improved ? I'm inclined to commit it. My only issue is that once again it might only be used in mods...
  12. We need prior consent and agreement from them and likely the artists uploading stuff there. I could contact them with @Itms's permission to see if they'd want to do some sort of partnership with us
  13. Thumbs up for shadows ! Can you try to make the paint more glossy/smooth ? Might be nice to have some scratches as well.
  14. @user1 @Hannibal_Barca In case you haven't seen this
  15. Hey thanks for the analysis ! If you did manage to optimise our functions can you drop git diffs of the code you touched ? Maybe there is still little optimizations we can benefit from As for the JS engine we won't change it anytime soon however we plan to upgrade it to a more recent and hopefully faster version. Maybe @Itms can pull up a branch with Spidermonkey 45 (Here you are using 38) for you to run some profiling on. I don't think using debug symbols for Spidermonkey would help you find the bottleneck source though I'd bet it's in the interaction of UnitMotion and UnitAI. Maybe @wraitii or @Itms know more about it. What are your plans after this ? Let us know if there is anything we can do.
  16. I used borg's mod for testing With this tech {  "genericName": "Flaming Arrows", "description": "Equip your towers with flaming arrows.", "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 50}, "requirements": { "all": [{ "tech": "phase_town" }] }, "requirementsTooltip": "Unlocked in town Phase.", "icon": "fire_arrows.png", "researchTime": 40, "tooltip": "Towers gain bonus against ships.", "modifications": [{ "value": "Attack/Ranged/Bonuses/Bonus1/Multiplier", "add": 5.0 }], "affects": ["StoneTower"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"} In the tower <Attack> <Ranged> <Pierce>12</Pierce> <MaxRange>72</MaxRange> <MinRange>10</MinRange> <ElevationBonus>15</ElevationBonus> <Bonuses> <Bonus1> <Classes>Ship</Classes> <Multiplier>2.0</Multiplier> </Bonus1> </Bonuses> </Ranged> </Attack>
  17. I tried something similar but it didn't work. Can you try borg ?:)
  18. Well, @Feldfeld had a patch to display counter stats, but for some reason it doesn't work with my patch... Maybe he can update it.
  19. I thinks that if bonfires are used they should be visible by all players
  20. Yes it gets overwritten each time you start the game... Next time it happens can you upload it ?
  21. @Alexandermb 1 - Also it would save the number of time you used the same back shield 3 - The texture are fine but I expect that paint over wood be smooth if done properly
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