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Stan`

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

  1. I like the fact you can mix factions but I get your point... Could bundle something with an option but that's annoying.
  2. You should report that to them then. I guess it's messing with default templates.
  3. Hello, It's not related to the Snap Package. We are currently moving the server for legal reasons (but mostly GDPR) and therefore the service is currently unavailable. Thanks for your inquiry. Hope you have fun with the game.
  4. Might be worth a patch, to display a nice error instead of crashing badly.
  5. @balduin any update ? I haven't seen any issue opened on Github.
  6. I remember testing this on a 960m when I made the Coliseum, and it would simply crash the game if the model was above that limit.
  7. The bug has been fixed. The fix will be released in the next version.
  8. The maximum number of triangles currently supported by the game is 32 768 as far as I know. 5k tris is a fair amount of tris for a civic center. It's not an absolute limit of course. I should really update the wiki polycount page...
  9. Looks like a nice mod. Are these fantasy castles or historically accurate castles ? If it's the later we could definitely make a milleniumad_part2 repository and use your models there. The model look low-poly which is nice but I guess you can make it a bit more highpoly than this. Units looks nice indeed. Where did you get the textures ? To be used in our mods they should be CC-BY-SA3+ or anything less restrictive such as CC0 Keep up the great work If you need help packaging your mod to distribute it let me know.
  10. One could use the seleucid textures and replace the symbol in the middle.
  11. Wraitii can't compile because his SSD is too small
  12. Sorry meant only on macOs of course SVN is tested I realised it was misleading but forgot to edit my post. Can't fix bug you haven't experienced can you. But yeah hence the reason I want to get a Mac to reproduce and test fixes and show people how to test fixes.
  13. Ah, right, I don't think we have something that define rotation speed. But then again, a slow rotation against a straight line would curve it right ? Unless the thing rotates then moves. Which may or may not look weird.
  14. At some point @Lion.Kanzen you should start making a Top 5 videos of the week or something like that
  15. I believe something like that was planned for Part 2 at least there is a ticket for it but @(-_-) is right it would crush the game's performance.
  16. Did you by any chance use the player_trans_ao_parallax_spec.xml without adding a second UV set to your model ? Or did you use it on an animated mesh ?
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