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Posts
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Everything posted by Stan`
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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...
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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.
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===[TASK]=== 0 A.D Ships Update.
Stan` replied to Alexandermb's topic in Eyecandy, custom projects and misc.
One could use the seleucid textures and replace the symbol in the middle. -
Wraitii can't compile because his SSD is too small
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That might be an issue indeed :/
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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.
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Help - Location for changing wall sets?
Stan` replied to Bigtiger's topic in Eyecandy, custom projects and misc.
Glad it worked Happy modding -
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.
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Civilization Proposal: Arabs/ Rashidun Caliphate/ Umayyads
Stan` replied to Mega Mania's topic in 1,000 A.D.
Done. -
At some point @Lion.Kanzen you should start making a Top 5 videos of the week or something like that
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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.
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Help - Location for changing wall sets?
Stan` replied to Bigtiger's topic in Eyecandy, custom projects and misc.
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 ? -
Civilization Proposal: Arabs/ Rashidun Caliphate/ Umayyads
Stan` replied to Mega Mania's topic in 1,000 A.D.
What should be deleted ? -
Choose random map to play the game. When the game is loaded, errors appear.
Stan` replied to gameboy's topic in Delenda Est
Nice ! -
Sure, makes sense
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Any particular reason for there being no more rules ? Just curious.
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I thought usually MP Ranked games had a "No wall allowed rule" ? I don't think it can be fixed though. You can't really put a position restriction for walls... Nor a Max number of wall pieces...
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It is indeed fixed in SVN as far as I know, with a better fix, from what I've read of the matter.
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To play multiplayer in good conditions you'll need fgod mod you can find instructions on how to install it there -> Sorry for the inconvience.
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Help - Location for changing wall sets?
Stan` replied to Bigtiger's topic in Eyecandy, custom projects and misc.
Would you mind sharing the error you get ? -
Constructive feedback is always appreciated. Hope you'll enjoy the game nonetheless
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A little less I believe. I don't think it's official. They never supported OpenGL and they want to push metal so I don't think they would support molten vk.
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That would work, but won't it result into spaghetti code ?
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@Sundiata He can't, him fixing the Mac was me fixing a dumb mistake I made and him making a mod with that fix.
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Don't run games in a VM it's not worth it. We will support Mac as long as we find a way to make the game compatible on it. OpenGL deprecation doesn't mean it will be removed just yet. So here are the current reason why Mac Support is complicated right now that we can do something about. Im planning to buy the most recent mac 500€ can get so that might be a 2012 version. I can't really afford a more expensive Mac as I'm going to buy a new laptop to do art stuff and mac won't do ... No one building the game on mac No one testing the SVN version often No one testing the Multiplayer of SVN often Here are the reasons that might make Mac really hard to develop on in the future. OpenGL suppression. If they delete OpenGL libraries from MacOs, new macs and new version of MacOs won't allow you to run the game without huge graphic engine changes on our side. Mac ditching Intel for ARM, if they do that, it will be way harder to compile the game for Mac. Because 0 A D code + All the libraries + All the external libraries will have to be tested on a complete different platform where things might be really different. Here are the things we can do to to fix the three first bullet points. Gather as much Mac Players in the community as we can, how many are you guys ? 5 ? Explain how to compile the game / make it more straightforward. (It's really about opening the terminal, and typing a few commands there getting in touch with us and helping us debug stuff out) Here are the things we can do for the rest Find two motivated devs that want to work together review each others patches, and switch from OpenGL to Vulkan, and Molten VK on Mac. That will mean anyone with a Graphics card older than 5 or 6 years won't be able to play the game anymore. Find someone on an ARM platform that's willing to go through the process of making our code compatible. It's not starting from scratch as stuff as been done for Android (though not finished) but it's gonna be tough, and currently we simply don't have the man power.