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Stan`

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

  1. Yeah cows could definitely use horns. With male and female variants. I don't know how bells were common but if they were itd be nice to have them. Ah and also collars with player color when convert unit is implemented
  2. I mean for instance setting the stone slab to give 6000 instead of whatever the default is. Glad to hear that. If you haven't already look at @Pyrophorus's work
  3. Okay so it's one o'clock in the morning and I packaged three mods. For some reason it would consistently crash on windows but it didn't on linux, so I guess there is something fishy with lineendings or something similar. Possible bugs: There should only be three civs in Ponies Ascendant, but deleted folders do not seem to work. The tweaked Terra Magna skeletons might break the shark and crocodile, this needs to be investigated. Get ready for anything, but please report them here, and only here. terra_magna.pyromod millenniumad.pyromod ponies_ascendant.pyromod
  4. Being able to edit resources objects count depending on maps would be cool too. It could also be used for scripts. and ambient sounds
  5. Stan`

    A23 Ram Wars

    For a second I read like there wasn't a but
  6. Just sent him an e-mail about half an hour ago. Maybe he'll answer there
  7. @Sundiata @Alexandermb Here are the source files: https://github.com/0ADMods/share And the output: https://github.com/0ADMods/thracians So knock yourselves out
  8. Hey @JoseM Unfortunately changing the resolution doesn't work in full screen mode. However you can add gui.scale=1.5 into that file you created and it should make the game playable for you
  9. Some (not all for a reason I do not understand yet) XML files are cached to XMB files, for performance reasons, apparently reading those binary files are faster to read. Doesn't concern you much but PNG are converted to DDS reducing download size, dae are converted to either psa or pmd for the same reasons. Also if you didn't know, the game caches everything the first time something is used in the cache folder. With archives it doesn't have to do that.
  10. @Grugnas Now that A23 is out do you have plans to submit your mod for download on mod.io ? If so do you need any help packaging it ?
  11. The main advantage is allowing players to download your mod through the game interface Basically you have to run a command like binaries/system/pyrogenesis -mod=mod -archivebuild=binaries/data/mods/mymod -archivebuild-output=mymod.pyromod -archivebuild-compress And go through the form there on modio. So people can download it directly through the interface without having to clone a github repository. Also, all files will be cached making them smaller and in some cases faster. https://trac.wildfiregames.com/wiki/Modding_Guide
  12. @Nescio Do you have plans to submit your mod for download on mod.io ? If so do you need any help packaging it ?
  13. I believe default is capturing, because default attack for everything is capturing ^^ I mostly tagged you because he offered solutions, and I didn't know which one would be the most accurate
  14. I did use wooden shingles for buildings so far. Thanks for those references. I should really upload it, but I'm busy packaging the other mods.
  15. Hello @Shadookami There is a way to make this game work on Android cell phones (There was IOS too at some point but I guess it was big hack). Due to licensing there was a problem fixing some part of the code to work with android. The latest progress made for it is there https://trac.wildfiregames.com/ticket/2996 In order to make it work again you'd have to rebase that, figure what was wrong at the time and fix it. Be wary though, it might not be smooth at all on a phone, considering how it runs on high end rigs.
  16. Yeah, the only concern left would be performance.
  17. Well @wraitii implemented a run multiplier for Phab:D13 maybe some variant of that could work. I think it could cause issues though, especially with formations.
  18. Could we make that depend on the sun position ? Also source ?
  19. Well that's interesting. @Itms @elexis did we change something to the way we process those files ?
  20. If you don't mind waiting a few more days we will upload a fixed versions saving you the hassle
  21. Yeah one file for the base mesh one file per animation. Mesh doesn't need to be in T-Pose. If you mean bone names yes. If you need to add props at specific places of your mesh your need to create a bone names either prop_ {whatever} or prop-{whatever} Sure. https://github.com/StanleySweet/0AD-Skeleton-Generator Basically just put your file in the input folder and run the script. Two specifically. one for diffuse spec normal and one for so. If you don't need ao you can use only one. Each actor file ( XML files) in binaries/data/mods/actors contains a reference to a material XML file. Name should be self explicit Nope one material per mesh. Hopefully swim in a near future. There is also feeding for Gaia animals. Carry animations carry walk anims promotion praise and all the formation anims You should import dae to figure that. It was supposed to be 2m for a unit but I don't think anything follows that anymore. I don't think there is as long as it is power of two.
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