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Stan`

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Everything posted by Stan`

  1. 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
  2. Use the texture sail_blank_nettinh_new.png file. To add the old patterns open an old texture in gimp as a layer. Click add mask (select alpha channel) copy the mask. Past it as a mask for the new texture. In case it appears black in the game add another layer filled with full white below the sail layer and set the opacity to 2%
  3. Thank you for your work. Hope people will like the mod and that it makes the game more fun to play.
  4. @LordGood can you give us the files ?
  5. Better ! Would be great to use the HD sails everywhere though. I'll check something tonight
  6. Hello and welcome to the forums. As @Loki1950 said we mostly use open source solutions for the price and convenience. Also because they are less likely to have shady conditions such as the one that makes the student version of 3Dsmax incompatible with our license. So blender gimp krita is good. For us to use your art you will have to sign the legal waiver. For the programming part just look at simple tickets on Trac. I'm not available on audio chats due to time constraints but you can ask all your questions here or on Irc and soon on matrix and discord. Clion is up to your liking and your finances. Windows devs use mostly visual studio so you're more likely to get help with it
  7. Yes sorry the option needs to be adjusted.
  8. Hello and welcome to the forums. If you want to help with programming you do not need an application as you can start working right away by reading the documentation on https://trac.wildfiregames.com Depending on what you mean by scenario designer (campaign or mapmaking) I will either way direct you to @elexis and @FeXoR who gather most of the work force when it comes to maps. We have a few different types of maps, scenario, skirmish, random. They can be divided mostly into random and the rest as random maps are generated using JavaScript code and the RMS library (Which is also in JavaScript) The rest of the maps are made using the map editor called "Atlas" Depending on your preferences you might either work on the cpp side of the code or the Js side, or both sometimes. Let me know if you have any questions. Oh and by the way you will work for some time as an external contributor until you will have gained trustworthiness with your contributions and are welcomed about a part of our team. Don't take this as a personal offense but more of testing period. That only means you won't be able to commit to the SVN repository if you feel like helping other people get their patches into the game you can also review code on https://code.wildfiregames.com To do a proper review apply the patch on your working copy test that the test still pass that the code follows the coding conventions you will find on the Trac wiki and more importantly that the logic is not flawed. You can then either accept the patch or request changes. if you haven't already I'd suggest you create an account on both these websites. I will add you to the contributors list this way when you submit a patch to code.wildfiregames.com you'll get an autobuild and Jenkins will run the tests. hope you're not too overwhelmed and thanks for your interest. Looking forward to seeing your contributions. Don't forget to have fun pinging @Itms in case I forgot something.
  9. Performance is relative. It doesn't fix it effectly the path still needs to be computed. It just takes advantage of the number of cores of recent CPUs.
  10. It depends but it improves performance yes.
  11. From what I understand polytonic Greek will not be committed it's just to get a common base for everything before we transliterate them.
  12. Hmm that's strange. I thought we bundled both. You can download it from here https://trac.wildfiregames.com/browser/ps/trunk/binaries/system/mozjs38-ps-release-vc140.dll
  13. We do have an option to disable sound. However while we have a rough arm support ( Some people reported making the game work on a raspberry pi) we don't have power9 support . Might be just a matter of recompiling the game but I'm sure it won't be as easy.
  14. Hey just looked at the GitHub you provided. You can save a lot of download bandwidth by nuking all XMB files and the xml files you don't need. I'm pretty sure you don't know all the games textures only the new icons
  15. I'd say @wowgetoffyourcellphone should be able to help you out if he hasn't already an icon in stock
  16. It should else the game wouldn't run anyway. So either your antivirus removed it or you placed the pyrogenesis file in the wrong folder.
  17. Either here for simplicity or on mod.io or on moddb GitHub would be nice in any case to browse the source.
  18. If you use the lobby you should be able to.
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