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Everything posted by Stan`
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Do you have the same mods ? Are your ports properly forwarded ? But most importantly why do you use Hamachi when you could just use direct IP, or even better the game lobby ?
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Hello, Unfortunately that's not due to graphics but to the way the engine handles unit movement. There is work in progress to fix it so there might be a fix in A24. Sorry for the inconvenience.
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Have fun with the game, and don't forget to try out the mods, if you get bored.
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Yeah this was planned. I also made a bot with generic answers for question asked on IRC but my attempt to host it on my raspberry failed. And I haven't seen progress on the FAQ in a while. Maybe it could be integrated in the new website design @implodedok The GUI scale option sounds like a good idea. Using hwdetect would work too.
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So the relevant file is this one: https://github.com/0ADMods/pre-colonial-mod/blob/master/art/actors/props/units/shields/shield_decoration.xml With the following code: <?xml version="1.0" encoding="utf-8"?> <actor version="0"> <castshadow /> <group> <variant frequency="1" name="Shield Decoration"> <mesh>props/shield/mexica_shield_decoration.dae</mesh> <textures> <texture file="props/shield/shield_decoration.png" name="baseTex" /> </textures> </variant> </group> <material>player_trans.xml</material> </actor> AFAIK actor only supports 1 as version. That's it.
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He will not be considered he will be added unless he doesn't want to. Would be nice to have a patch for this if that's not too much to ask.
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That's not true. I have a somewhat recent computer with AMD and it shuts down when overheating. That only depends on BIOS. We need textures for them. Then balancing but generic values are fine and then an aura need to be found. I'm working on other stuff now so I'm sorry if mods feel left out. There shouldn't be any tweaks to the templates. So if something is not balanced that's on the main game. I'm against adding code in civ mods. It's impossible to maintain.
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You could look at https://code.wildfiregames.com/D1598 And https://code.wildfiregames.com/D1590 And tell us if we forgot any requirement of the GDPR or if there are any loophole.
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So I have been experimenting with Substance Designer and tried to learn as much as I could. If you never heard of it, check it out, the results are awesome. I bought a license to be able to use it with 0 A.D. Textures are 16bits though, shouldn't be hard to convert them back. (It means smoother gradients which improves the final) result. rocky-mud-1.0.7z
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Well the thing is this is still the A23 re-release. So no new features hence no art. We are still in feature freeze translation freeze.
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Can't commit
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We are still frozen in the art dpt. Only programming and GDPR.
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If that is for terra magna or a CoM mod one could create issues on the repository and post the relevant references there This way if we want to tackle a list of tasks for a future release its easier it also means the poor sool who has to make it doesn't have to go through hundred of forums posts. Example : you want an aloe plant with let's say 4 variations. you create a ticket say the number of variations and add the pictures there. Someone picks up the task and once it's done it's closed
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Yes, I was refering to those documents. As you can see they detail how the units should look like. It makes it easier for us artists to then put them together. IMHO a good design document for a civilisation should have a sketch or an example of what main buildings should look like (it can be just a list of features) then as much as possible we should make them consistent with each others like it was done for shooting ranges, stables, and siege workshops, so they have one identifiable shape with the specificity of their civilization. Then the props, their storage, in what they eat, dummies, shooting target etc. Then when it comes to units and ranks basic (_b) advanced (_a) , elite (_e), champion (_c), we should have informations relative to their armor (boots / naked feet, sandals..., skirt / trousers / robe..., pectoral armor...) their possible helmets props, could even go as far as facial hair/features) , their weapons, shields, scabbards, backpacks etc. Once all these pieces of information are gathered, a nice sound track, a few voices to be recorded, and specific names for everyone and you have a full fledged civilization. It's a pain for artists, but as much as possible we should reuse props. For instance gaul barrels could be one single mesh. This way, if I want to update the shape of it because computers can now handle it, I just edit it once, and the whole civ benefits from it. Of course this doesn't mean we should have one prop per civ, but just that we should reuse stuff as much as possible.
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Could be this Or this Could also be a Roman helmet in disguise On the used material I guess the idea was iron would be for higher ranks Could look at the design document see if there is info there.
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If you have time could you share why you chose those name over the ones we have ? Its for history so if one day someone comes and says all those names are wrong we can argue why
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Assassin's Creed Odyssey
Stan` replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
Well we have been making the same game for eighteen years, how healthy is that ? -
Triggers are basically a JavaScript script that you add to your map to trigger specific events. For instance you can make units spawn from a specific area, or make the water rise. There is no current way to edit it directly in the editor, so you have to create it manually. Look at other maps to see how it is done. One thing you can try (I'm absolutely not sure whether it works) is to start the simulation in atlas, make entities garrison walls, and save the map.
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If that is genuine and not just spam, I will just say everything here is done for free, on one's free time, and for now, nobody has been paid for doing it. So it seems highly unlikely we will hire someone to redesign our interface. But thanks for sharing.
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One more examples of a bug that became a feature You missed a nice pun there
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I tend to avoid putting gameplay mods in CoM mods because I want them to be close to Vanilla for compatibility and because the code maintenance is not really simple. Would be nice also to be able to ovveride only parts of functions instead of having to carry files around. I guess we could have one with a suffix with only the affected functions but I'm afraid the loading order is not fixed.
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building 0ad on OSX High Sierra using brew
Stan` replied to andy5995's topic in Game Development & Technical Discussion
I believe @wraitii is using brew though. Maybe there could be an alternative option.