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Stan`

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Everything posted by Stan`

  1. @Alexandermb Can you investigate .? @wackyserious thanks for testing
  2. That and what elexis said. Basically Iwanted a really simple feature that allows modders to edit templates in order to allow visible and non visible garrisoning. For instance you might want to Garrison elephants and archers in the maurya fortress. Currently if you do so with visible garrisoning you'll get elephants on the towers. With the patch you can tell the game you only want archers. So elephants will be in the building and archers on the towers. If a user wipes out all the units you have to regarisonn units to make them pop on walls atain. That seemed to be a problem because people wanted more micro with toggles and stuff which were fare beyond my skills at the time. For me it's was more of a requirement. All visible Garrison spots needed to be garisonned and them being killed was a side effect. On a side note given we make smaller siege engines you could also garison them in towers to boost them. If they were to be be packable that would meant you could pack and unpack them on the towers (Unless I fix that code but I'd like my patch to stay minimal) So I will update my patch for those who want it but I won't add buttons because that's not how I want the thing to be. Not sure if a mod is the way to go but if needed I'll make one you can use as a dependent to your mods.
  3. This is pretty awesome. Sorry for asking again but any chance you could record the process for one helmet and upload it to somewhere ? Those textures look absolutely gorgeous !
  4. The game added new skeletons. So they probably conflict with each other.
  5. Can you attach the interestinglog.html file (If it didn't get overriden), and the commands.txt ?
  6. I'm afraid they were simply lost because of copyright issues. Actually it was earlier https://trac.wildfiregames.com/changeset/9899/
  7. @fcxSanya Were the files uploaded somewhere ? @Shield Bearer posted screenshots but never gave any files.
  8. Open visual studio, compile, launch the game, load the mods if necessary, reproduce the crash above wait for it to switch to visual studio. In one of the panes in the visual studio window you'll have one named call stack.
  9. Merged ! @asterix Can you do some debugging for me please ? I need to know where the error is thrown from. Is it -> https://github.com/0ad/0ad/blob/280d600ab2a30b7d1a36f7df6ddfe1f358eba5d9/source/lib/res/graphics/tex_dds.cpp or Is it -> https://github.com/0ad/0ad/blob/6837529cb485b9e68225d3dc4761c9619a0c92be/source/lib/tex/tex_dds.cpp I also need the call stack. This will help me make a patch that throws the image name that fails :)
  10. But it's using alpha as that value. So it's basically the same as setting the height map as the alpha channel mask right ?
  11. Release Candidate 2: With the latest fixes ponies_ascendant.pyromod
  12. There are reasons on the forums.
  13. I don't think so. I couldn't convince them it was a good feature the fact that vanilla doesn't use it doesn't help too. I could probably rebase it but that means you'll have to carry it around which is suboptimal. One could use mod dependency and I could upload it to modio. But meh :/
  14. @aeonios Any chance you could investigate the weird glitching issue we have on parallax maps on buildings such as the Iberian wonder ?
  15. I fixed the walls locally. Need to make the gates and add the clouds.
  16. I prefer choosing is giving up on something
  17. Uh well not really ? No offense but it looks like you just switched the textures which is not looking good
  18. Yes there is at least 3. I was wondering if he wanted to add more than that. Yeah I'm really looking forward to seeing that. Hope it'll get reviewed in A24, though D13 and 3700 are a priority IMHO. The bird song is hardcoded, which is stupid We already have walking sounds, I just fixed them in last alpha but had to disable them because of side effects. If we don't have sounds for farming and gathering, that's because nobody enabled them in the options.
  19. You plan to have different territory types ? Mind to elaborate ? I am not sure I'm following your thoughts Well we haven't had much eyecandy (or earcandy) features with regards to the engine in a long time so I thought it'd be nice to have. Ambient sounds will bring much more depth to the biomes Same as walking sounds, If I fix the bug that makes playing too much of them unbearable.
  20. That will be a really nice feature though. I'd prefer weather and day and night cycle or ambient sounds but that's just me
  21. I guess the reason behind sele is that it's a very recent civ which unlike Kushites was included before being finished See DE for more units ideas. also see the respective design document
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