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Stan`

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Everything posted by Stan`

  1. When you tag someone like this @mysticjim they directly get a notification, so no need
  2. If you want it to show up as an entity, you have to create a template. They are usually located in the simulation/templates/ folder. There you will be able to define the properties that will be visible for the player such as the name and the resource amount etc.
  3. Glad it work. Let me know if you have any other issues
  4. Have you tried the second option in that thread ?https://stackoverflow.com/questions/35007134/c-boost-undefined-reference-to-boostfilesystemdetailcopy-file The one passing more arguments.
  5. Hello and welcome to the forums ! The issue with your tree is the texture's alpha channel. Since you are only using it for transparency you can add a white layer in gimp with a 5% or less opacity then re-export as PNG. Unless you are making Skyboxes you needn't use a DDS file. PNG will be autoconverted by the game. EDIT: Also make sure that you are using basic_trans.xml or a derivative as a material in the XML file.
  6. CC-BY 3.0 Unported. It should be compatible as it is less restrictive than ours.
  7. Splitted from the original topic.
  8. No progress as been made since @bog_dan_ro stopped working on it a few years back. So I don't see it coming any time soon.
  9. Can you tell us a bit more about yourself ? In a different thread. Do you have examples of your work You can try to improve existing buildings, (better uvmap) more details etc or as Lion said work on the mod Delenda Est to improve their Roman faction. I guess a few things are responsible for this. First textures are old, and of a different style as you mentioned. LordGood always make his textures more vibrant and a little more cartoony which has to do with the way he makes them Enrique's style was different more constrast and generally more realism. So I can see why they would stick out. I'm learning to make new improved textures with Substance so it might be a while before I have work in game but I'm working on it. The biggest advantage those textures will have is that they'll be modular and adaptable.
  10. There is a patch that eventually will allow swimming animals (and other units), though I'm not sure we have the right to commit it anymore. https://code.wildfiregames.com/D1332 @Itms might know. From an historical point of view I don't know what percentage of the population knew how to swim.
  11. Really ? What did he say ? :p Any time to make more animations ?
  12. It's CC0 so if we trust the guy then yes. We can credit him.
  13. Make sure that the game is in his firewall exceptions
  14. Sounds a bit strange considering the size of maps but for big maps it could make sense. Welcome back.
  15. I guess artist manpower as well of lack of interest added to lack of references that would have made them significantly different.
  16. Nah it's UI but that's C++ Code anyway.
  17. /me wants land unit fishing with harpoons.
  18. Try to open the offending file and add a newline to it.
  19. Scrollbars are a planned feature that hasn't been implemented yet.
  20. If implemented to a full extent textures will change. And maybe the ground too. It can also be imagined that water level would be replaced with icy terrain. Adding a snow variant for unit and buildings should be doable too. I'd like to add Aurora borealis to the game but it should be done with shaders.
  21. Well decreasing unit speed shouldn't have a big impact on the game's speed.
  22. Really ? I didn't know that
  23. Make sure you apply the mod selection changes. Else Atlas won't load it. Also note you have to open Atlas via the game.
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