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Everything posted by Stan`
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That would be #252.
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In game cut scenes could be done with cinema manager, the same thing we use to record our videos with. Playing videos however is not possible yet and requires stuff like FFMPEG which has some licensing issues I believe. For example Audacity is always bundling it separately.
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Could go in the design document
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Name is for dependencies label is to be displayed. Do you have any better name for the former ? The dependency cannot have any special chars in in them because they are to be parsed for operations such as >= etc so they cannot have dot either because that would mean a submod.
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@The Undying Nephalim So I downloaded the mod today to see if I could help you a bit. I ran a script of mine on it to find errors about missing stuff here is the complete list of broken stuff in there. See this file for more information broken stuff.txt Fixin it will be straightforward let me know If I can assist you. Your mod.json could be improved a bit. Here is a suggestion. The name should not contain any spaces nor special chars. The label however has no such restrictions { "name": "Hyrule", "version": "0.4.0", "label": "Hyrule Conquest 0.4", "url": "https://wildfiregames.com/forum/index.php?/topic/22638-hyrule-conquest/", "description": "A real time strategy game set withing the fantasy setting of Hyrule. Command one from over two dozen factions from the Zelda mythos.", "dependencies": ["0ad=0.0.23"], "type": "game" } I'm currently bundling the mod like we do for our releases to see how much I can reduce its size, it could make the download significantly smaller. It compresses every texture, models, animations.
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Hello, and welcome to the forums. What OS are you on ? (If it's either Mac OS or Fedora, TLS is broken on those platforms) As a workaround for the issue you can disable lobby TLS in the game options.
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Applying for c++/javascript/artist contribution
Stan` replied to tatsu's topic in Applications and Contributions
Hello @tatsu check your personal mail. -
Good job.
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===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Can't wait for them to be in the game You have so much stuff to commit (And I therefore so much stuff to review) -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
@Alexandermb Missing file 'art/variants/others/ships/kart_quinquereme_shields.xml' referenced by: 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml', 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml' Trireme blanked messed up indent Trireme_Shields messed up indent (Macedonians) Rome bridge messed up indent Incorrect xml there is an extra </variant> <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant file="others/ships/rome_fore_sail_base.xml" name="Trireme Sail"> <mesh>props/rome_trireme_fore_sail.dae</mesh> </variant> <textures> <texture file="props/sail_blank_netting_new.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant file="others/ships/rome_fore_sail_base.xml" name="Trireme Sail"> <mesh>props/rome_trireme_fore_sail.dae</mesh> <textures> <texture file="props/sail_blank_netting_new.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Would be nice as well -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Yep -
I want this a lot too as well, that is why I keep harassing @bb_ about #2577 and #252
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===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
For some reason, the "Same texture per variant" looks nicer, even though it's more repetitive. For the weird texturing the wood lateral pane looking bland, it nicer with little planks. I mean this: -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
pers_ship sail textures missing Weird texturing on mace_ship_bireme Need more variations on the cart shields More variations on roman shields Copy pasta for sail textures helenistic and some others cart bireme + quinquereme + trireme sails messed up indent. Install vscode and the xml plugin and just forget about indent all together:) Or just use my new Actor Editor, and open and save the file. Messed up indent macedonian_trireme No need for two groups when there is only one variant I believe you could use variants more ex <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> </variant> </group> <group> <variant frequency="1" name="sail-spqr"> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> could be <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> NICE WORK. Keep it up. -
Hello @JonathanG. and welcome to the forums. In order to help you I will need the files the error message prompted you to attach. In the meantime you can try to disable GLSL and Postprocessing in the game graphic options. See https://trac.wildfiregames.com/wiki/GameDataPaths
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Could be nice
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Yes awesome !
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Needs to be accepted by @Itms first.
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Why my 0 A.D. the GUI's character string is error encode
Stan` replied to 梨子的艺仁's topic in Applications and Contributions
I'm working on a solution on my GitHub to generate fonts at runtime. I need to do some performance testing. We can't use fonts on the system because we can't assume they will be there. In the future once I'm done with my experiment. I could use some help as well for now It only supports 255 chars instead of all. -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Sure that's the point of variants. Reducing duplications. -
Yeah he knows he tried to make it work for two hours ;D
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Why my 0 A.D. the GUI's character string is error encode
Stan` replied to 梨子的艺仁's topic in Applications and Contributions
You need to download a mod to get Asian fonts They are too big to be bundled with the game. Sorry for the inconvenience. -
===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
Awesome work as always. I'll have a look at the zip file Feeling like doing the Kush bireme ? dont forget to upload the source files