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Stan`

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

  1. They are usually on Windows in %localappdata%\0 A.D. Alpha\binaries\data\mods\public\public.zip. If you want to look at a standalone civ have a look at. https://github.com/0ADMods/HanChina You can download a zip version from here: https://github.com/0ADMods/HanChina/archive/master.zip You can also clone the repository from GitHub.com/0ad/0ad.git to get the latest version of the game.
  2. There is on death damage. Was added by @Mate-86 in https://code.wildfiregames.com/rP19950
  3. In this case any advanced text editor such as notepad++, vscode, sublime, emacs, vim will be enough. Happy modding.
  4. Well done. Did you parse the game's templates ? We also have the template analyzer script that does less beautiful visuals.
  5. That's because you set Collada as a starting project. To fix this in the solution explorer right click on pyrogenesis and click "set as startup project" Then it will work. Why do you need to compile the game ?
  6. @DarcReaver: @Prodigal Son is. His current task is to scrap everything from the old design document and make it usable again. He has been working on it for a few months now, because the old one was a mess, and there were a lot of outdated stuff, stuff that didn't belong etc. From what I understood at the last conference I did with Itms, we will release it publicly when he is done. I'm not in touch with @Prodigal Son, only @Itms is, so if you want more informations about the ETA or the global plan you'd have to ask either one of them. This document will be a GitBook Markdown document, where everyone can submit patches to make it evolve. As to who can review such patches, I don't know so I can't give an answer.
  7. As I said a few time someone is working on the design documents. It's not public yet.
  8. Yeah but your head isn't limited to D13, I'm sure you can figure stuff out. It's more a "won't happen before a few stuff are reviewed and committed"
  9. The more complex the map will be the more complicated triggers will be, can't really fight that. That's usual. You'll need a professional version of 3Ds Max, the student version won't do. It will breach our license, and I won't be able to commit models if you use the student version. To get textures and models, you need to either clone https://github.com/0ad/0ad.git or the SVN repository by looking at the instructions here https://trac.wildfiregames.com/wiki/BuildInstructions You should be able to import the collada models in binaries/data/mods/public/art/meshes/structural/ You'll need to familiarize yourself with how to use props. You'll also need to learn how to bake Ambient occlusions maps (Though i can do it for you) If you upload models here you should upload the .max file for our source repository, as well as the dae files for the model. Note that the models only support one texture per mesh. Most of the textures you'll need are already done and are in binaries/data/mods/public/art/textures/skins/structural For the poly count keep it low 12 - 15k wonder 0.5k 1k small buildings 1k 2k medium buildings 2k - 5k big buildings Those are indicative, if you exceed it a bit it's okay. You shouldn't need to though. IMPORTANT you need to sign this Also you'll need to give me permission to credit you, and if so, how you want to be credited, (Nick + Name, Name, Nick)
  10. Yeah I know. I was working on it just before it got removed. However that feature was not complete and more importantly not in a buggy usable state, and mostly leftovers of old stuff before the simulation rewrite which is why it's called simulation2 btw. Sure. But people don't read. What is the third point in the popup dialog when you open the game ? Maybe we could make it more explicit, but the idea is here. We did that, in like A19 or something, and then people started asking us in loop to bring formation back. They were reenabled after that https://code.wildfiregames.com/rP17028 What we need now is @wraitii's fixes. With them work on formations will become easier. I'm sorry you have to undergo that. A solution would be to provide a disable formation mod on modio. That's like two or three files to edit mostly; ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml
  11. Can you make a list ? The best would be screenshots with what to remove. But I guess the most annoying will be the ptolemies market. They have carpets everywhere.
  12. I'll look at the call stack tonight
  13. [insert a comment about manipulating numbers to make them say what you want] I don't think it's a problem of willing but of being able. Like Darc Reaver is willing to improve the game but not able to make the Pathfinder like a AAA game.
  14. I never looked at their content but they had AI specific files in AOM. In the settlers 5 they had a bare one Lua editor with syntax highlighting. There is a ticket for a trigger editor.
  15. If you want to compile 0 A.D. using VS2017 you have two options. Install the 2015 compiler toolset + XP support Recompile the whole game + external libraries using vs2017
  16. Do you mean for Ptolemies or the whole game ? Currently those egyptian buildings have carpets Ptol-Blacksmith Ptol-Dock Ptol-Market Ptol-Mercenary Camp Ptol-Shooting Range Kush-Range
  17. Indeed he is making his own balancing mod. If you see nobody in the lobby you might need to update the game.
  18. It's in https://trac.wildfiregames.com/changeset/22043
  19. To properly implement campaigns we are currently waiting for D11 https://code.wildfiregames.com/D11 Once it's in the groundwork will be layed
  20. That's in there too. Just have to many things on my hands and too little time. We don't need more walking sounds, we already have quite a bunch. What we need is a smart soundengine that doesn't play 200 walking sounds at the same time, but only a little subset.
  21. On the other topics well I'd like to see more activity on formations and stuff. But I'm too stupid to figure these things so I'm focusing on least interesting stuff for the game. Programming wise there is four big things on my list this year. #3488 Which allows to use visible garrisoning and to restrict certain units at certain place for instance Garrisoning a catapult on a wall would put a little catapult on top. Percentage of chance I might do it 15% It requires UI changes and I suck at it, because it also affects gameplay and stuff D557 #657 To place rally points or markers to show unit destination a bit like StarCraft. This is a cool feature I think. Was in a good state but still broken because of patrolling and other stuff Percentage of chance I might do it 15% Percentage done 60% (Needs a rebase and a few other stuff) Ambient sounds. This I really think will improve the game. Currently you can't play windsounds for mountains in a specific area and that sucks. Walking sounds would be nice but they need to be less annoying. Currently they are awful if you enable them. Percentage of chance I might do it 25% Percentage done 0% Building sockets. Allowing you to place building on top of each other (For instance mines) could also be settlements or special areas. Percentage of chance I might do it 25% Percentage done 0% And then there is all the rest, all my other patches art review getting every art of this forum in the game and trust me there is a lot of wasted stuff there such as Micket models but they need animations and good ones. Also all the mods Aristeia Terra Magna Milleniumad Trinketos's 'mod Ponies Ascendant and finally my own mod I need to make to improve my stagnant skills. Btw need to go so much things to do right now .
  22. Yeah but Disabling them cause angryness confusion and sometimes even insults. Here it's more a use at your own risk kinda of way
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