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Stan`

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

  1. So it's fixed ? Yes I will. EDIT: Done.
  2. Not really gonna help because it won't say what texture is broken. What you can do is open Atlas and test every model from the civ/mod to figure out which one breaks the game
  3. To figure out post the interestinglog.html
  4. Yes you should. Maybe it could be trainable in the fortress. Do not forget to update the issue related to the heavy cavalry here. We will need an icon for it.
  5. Mmmh, I thought I tested, weird... I can't remember doing that.
  6. I just committed a fix for those these two buildings. EDIT: If you want to fix stuff there are still issues open here. And @wolflance and @Ayakashi might want (me) to open more.
  7. No it needs to be fixed. It only needs a few tag more, because that was a lazy fix. See https://github.com/0ADMods/terra_magna/pull/43
  8. Which mod ? @Alexandermb as you wish as long as it's fixed
  9. @wackyserious This should be the next release candidate for Millennium A.D. I couldn't find any art bugs, but there might be some others. (Especially versions, and maybe release title) @Alexandermb the mud error was because you used terra magna's mud decals, be cautious, as much as possible for standalone mods only load on at once. The Sharknado bug is indeed fixed. I fixed minister gameplay as well @Alexandermb Can you remove the oars dependency to the snekkja ? Terra Magna shouldn't use files from there. Looks like Ponies ascendant/and milleniumad are almost ready for modio. @asterix made the announcement, so once those bugs are fixed I guess we can release at last. millenniumad.pyromod
  10. Prop is good It will allow for variant to be nature and others to be player owned. The best would be civ specific Variants but it has to be done by the conversion code.
  11. Yeah I fixed it locally need to rebundle was waiting for the last fixes by @Alexandermb
  12. Well Trees are used for maps.
  13. You can only post three messages when you first sign in this is to prevent Korean spammers from making too much damage. @feneur will unblock you when he can. About multiple accounts @user1 Is there any way to properly register them for a family ? Sorry for the inconvenience but there has been a lot of abuse.
  14. Okay EDIT: I firgured out what was wrong and prevented units from garrisoning
  15. Yeah sure just not like next week Well it complaining about a missing mud file in the packaged version. Sure. You need to add the rudder while you are at it. It's better to not rely on whatever is done in the public mod. Notice I added a few skeleton files to make sure none was missing. Also it's better to let my script handle the making of those than to make them by hand.
  16. It's now fixed. @wackyserious Can you commit the textures you want to commit to the Millenniumad repository ? @Alexandermb Can you fix the corral mud Millenniumad ? Also can you fix the skeletons that conflict with the shark in terra_magna ? I fixed the rubble After that we should be ready for the package and a release. Any idea on @wowgetoffyourcellphone https://github.com/0ADMods/terra_magna/issues/41
  17. /me wonders what happens if you Garrison the engineer in a fortress just after making him make a ram.
  18. Would be nice to have resources depend on a local deposit like the mauryan elephant. You'll send it to the cc to get resources or ask units around it to use it as a deposit and when there is enough resources you could make it create a ram.
  19. Could work as wonder if stonehenge is one.
  20. Apparently there was a bug on modio allowing anyone to upload it mods without permission. The person basically took the GitHub repo and zipped it looking at the mod size.
  21. Someone uploaded it without permission. And badly, and it broke the mod downloader for some reason.
  22. I suspect it's me being over zealous with AO maps. I tried to reduce their compressed size but I think it might fail for textures that are possessing an alpha channel. I'll try that tonight.
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