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Stan`

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

  1. 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
  2. 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.
  3. @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 ?
  4. 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
  5. @Nescio Do you have plans to submit your mod for download on mod.io ? If so do you need any help packaging it ?
  6. 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
  7. 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.
  8. 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.
  9. Yeah, the only concern left would be performance.
  10. 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.
  11. Could we make that depend on the sun position ? Also source ?
  12. Well that's interesting. @Itms @elexis did we change something to the way we process those files ?
  13. If you don't mind waiting a few more days we will upload a fixed versions saving you the hassle
  14. 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.
  15. You could just copy the offending file before that commit in a mod though keep in mind you won't be able to play with other people on the lobby who do not have the mod.
  16. Maybe add some corner stones for the entrance. Also the roof should end with stones according to the picture. Add a bench and a few props nature if you will and you'll be good to go.
  17. Thé axe head blackening like that seem weird
  18. Well I will need to look at a crashdump and fix the files according to what it says. In any case it shouldn't crash and that shouldn't happen anymore in A24 if we want to help modders.
  19. 1. One animation per file. Each dad files should contain the rig and the mesh. Different meshes can use the same rig. 2. You can add any type of rigged objects to the game. For that you only have to make a custom skeleton XML file. If you need help with that I have made a tool to generate it from a Dae 3. I don't know about an animation max length but the max vertice count per mesh is 32768 4. Ao maps (the mesh will need a specific uv for those), normal map, parrallax map ( basically normal map with transparency for height) spec map and diffuse map are supported. 5. I'd normally answer this but it's late and I'm on my phone so it will have to wait tomorrow at least. There are plenty of threads scattered around the forums so I'm sure you'll figure out if you don't you'll have to wait for an answer. Welcome to the forums and feel free to ask any other questions you might have. Sorry for avoiding the question and happy modding. Looking forward to see your work.
  20. Can I say this is alpha ? You know because I can Sorry you had such a bad experience with your first rated game. But since you got involved in dev you know there is room for improvement and better than that you can do something about it. You could make the game prettier so at least if your enemy is playing dirty it will look awesome
  21. Let's do this. But first sleep. And mother's day and a lot of other stuff Like packaging and fixing bugs.
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