-
Posts
17.609 -
Joined
-
Last visited
-
Days Won
558
Everything posted by Stan`
-
Can you add in 0 A.D a "Kids / Low Violence Mode"?
Stan` replied to Free's topic in Game Development & Technical Discussion
I meant yeah it should be there like modmod. Replacing Every file by code sounds like pain. One could hardcode files containing blood on their names to not be loaded but that sounds like a big source of bugs. -
Can you add in 0 A.D a "Kids / Low Violence Mode"?
Stan` replied to Free's topic in Game Development & Technical Discussion
Did you uninstall the other mod by deleting the folder ? If you didn't it may still be using the old one. The file is in c:\users\yourname\documents\my games\0ad\ -
Can you add in 0 A.D a "Kids / Low Violence Mode"?
Stan` replied to Free's topic in Game Development & Technical Discussion
My no blood mod could become official, and be a mod like modmod, not visible in the modselection, that would only be loaded if the option is ticked. This way no change to the way art files are made. The only issue is the duplication -
Just for the record, Gitlab used to host its servers on Microsoft Azure until very recently, now it's Google's https://about.gitlab.com/2018/04/05/gke-gitlab-integration/ Enjoy the Choice
-
Not sure, can you take a picture of the map ?
-
Hey @Aragorn30 for that you'll have to sign the legal waiver thy look good though keep up the good work
-
Can you add in 0 A.D a "Kids / Low Violence Mode"?
Stan` replied to Free's topic in Game Development & Technical Discussion
@Free Sorry for the delayed answer, I was at work. As I said I did it very fast (too fast even) this new version should be correct no-blood-and-gore-mod.pyromod -
Socket is nice.
- 202 replies
-
- 2
-
- a24
- new features
-
(and 1 more)
Tagged with:
-
<slottable> <templates> fndn|athen_civ_center wrld_settlement </templates> <destroyedwhenreplaced>true</destroyedwhenreplaced> // If not when the building is destroyed, it will be replaced by the original thing <neutralwhenbuilt>true</neutralwhenbuilt> // Set the ownership to gaia unless we have a specific player or find a way not to be attackable <indestructiblewhenbuilt>true</indestructiblewhenbuilt> // Should probably not be there. </slottable> <slottable> <buildingClasses> Civic+Center </buildingClasses> <destroyedwhenreplaced>true</destroyedwhenreplaced> // If not when the building is destroyed, it will be replaced by the original thing <neutralwhenbuilt>true</neutralwhenbuilt> // Set the ownership to gaia unless we have a specific player or find a way not to be attackable <indestructiblewhenbuilt>true</indestructiblewhenbuilt> // Should probably not be there. </slottable>
- 202 replies
-
- a24
- new features
-
(and 1 more)
Tagged with:
-
Sound Lead Application - Sam Gossner
Stan` replied to Samulis's topic in Applications and Contributions
Are you familiar with C++ code ? https://github.com/0ad/0ad/blob/b0bdd664a5597430b5b6e4c99e93ff445d31912d/source/soundmanager/SoundManager.cpp #define SOURCE_NUM 64 That means we can at maximum play 64 sounds at the same time. Thirty units moving takes half that, plus the voices, plus maybe the attacking sounds. There isn't a check that prevents too much identical sounds from playing at the same time so that would have to be added. Sounds execution are defined in the actor or variant files respectively at: binaries/data/mods/public/art/actors and binaries/data/mods/public/art/variants Doesn't matter much as long as it's either better than what we have, or if we do not have it. -
Tweaking build_restrictions.js and adding that component might work
- 202 replies
-
- 1
-
- a24
- new features
-
(and 1 more)
Tagged with:
-
Maybe Slottable like Capturable ?
- 202 replies
-
- a24
- new features
-
(and 1 more)
Tagged with:
-
Yes, I just did. @Alexandermb Can you fix the missing heads, they are refering to old heads that have been remove since then. The maps should be edited as treasures have been moved. @Angen If you want to make pull requests... For screenshots, I'm not really good so I'd rather someone else did it.
-
@Trinketos Treasures templates were moved, you'll have to edit the map XML file as needed. You are also referencing chin objects there which you shouldn't.
-
Sound Lead Application - Sam Gossner
Stan` replied to Samulis's topic in Applications and Contributions
Yes, by all means if you can put order into the mess that this folder is, please go ahead. Remember though to use SVN move, because we want to keep the file history. It'd be nice to have actors (XML files) separated from sounds (OGG Files) I haven't got around it yet, but for the next release I'd like us to have location specific ambient sounds (Currently it's one looping bird sound all over the place) and walking sounds functionnal (It works, but it will fill all the buffers quickly making the buffers distorted) If you have any question about how things work that you haven't answered, I'll do my best to help you . -
Sound Lead Application - Sam Gossner
Stan` replied to Samulis's topic in Applications and Contributions
I hope so too ! Any news on the Kushite Soundtrack ? We definitely need someone more active in that area -
Well, imagine that fonts (TTF files) are vector images that you can stretch as much as you want, what we do for the game is take a specific resolution, print it all on a png file, and use that everywhere. So it's good for the initial size, but not so good when scaling (might become blurry) Probably not as it's not a QHD monitor. But even then you shouldn't encounter that kind of bugs. It seems to have occured because something broke in the menu. Maybe some incorrect technology.
-
Sound Lead Application - Sam Gossner
Stan` replied to Samulis's topic in Applications and Contributions
Hey @Samulis, and welcome to the forums. If you haven't already I'd suggest you get in contact with @OmriLahav as well as he will be the one to review your contributions too. We can provide general advice and commit your sounds too, but I like to have his precious feedback beforehand. Also you will have to sign the legal waiver if you haven't already. Keep the good contributions coming, and make the game better, and you'll probably have the position in some time EDIT : Ah well forget the part with Omri then, as you already are in touch with him -
Did you use clean_worskpaces.sh and update_workspaces.sh before building ? Sometimes there are some leftovers.
-
Those are the images generated from fonts we use to display text in the game. This should be replaced by direct font loading at some point, to allow for smoother fonts on higher resolutions.
-
Just for the record it's 5Mb max.
-
Forums, lobby messages, irclogs, lobby IPs list of contributors screen messages and anything people share with us.
-
So... no packaging.
-
Can you add in 0 A.D a "Kids / Low Violence Mode"?
Stan` replied to Free's topic in Game Development & Technical Discussion
I wanted to make animated blood. Basically a stretching plane using four bones and a decal or some kind of trick. For animals we could use death texture variants like the sheep for units too like medieval total war -
@Genava55 Might be a weird question but since you mentioned the Rome I mod having traitors in their ranks if I might say can you tell us a bit more about your references ? Maybe you could put up a thread with all the incorrectness of the current Celtic factions with screenshots saying what is innacurate ? Also maybe update the design document for those civ and give some way of improvements.What do you think ? i love those endless discussions about history but I also like productive talking here in the form of making 0AD better.
- 263 replies
-
- 5
-
- britons
- east celtic
-
(and 2 more)
Tagged with: