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Stan`

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Everything posted by Stan`

  1. We have cavalry sounds. You just do not hear them yet because code hasn't been committed.
  2. Great. If you use CC sounds who requires attribution you'll have to put their names here as well Have you downloaded the development version yet ?
  3. Maybe the patch didn't apply then :/ I'll have a look this week.
  4. I need to ask are these sounds completely made from scratch or are they based on something else like other sounds movies recordings from someone else etc Sounds good so far.
  5. Nah I don't think it's possible without hacks. Yeah if you have time why not. Next I'll check the camel. I need to use the trot animation as well but I haven't had time :/
  6. Do not use caps for animation names: Testudo → testudo. There are actually two variants, one with no protection on the sides, and the one you made. Still a bit doubtful about the guy at 45 degrees... Unrelevant but could be added later Skiltron / Orbis
  7. No, I just saw the statues in the post above sorry... EDIT : Committed.
  8. @Alexandermb Not sure what you mean, but if they are in formation, when idle they should stay in formation. I'm wondering if those guys weren't carrying two shields, to keep it square. Actually never mind just look at the top post image. there should be one guy in the middle, dunno if we can do this. Their hats shouldn't go through, but then again not much we can do.
  9. @Alexandermb Might help https://trac.wildfiregames.com/wiki/Formations
  10. Well crouching would make sense if you wanted to attack a structure. If one day we have formation bonus, and testudo are nearly immune to arrows that would make sense.
  11. Yes, you need to switch to the roman civ in atlas
  12. Fixed in https://trac.wildfiregames.com/changeset/21255
  13. @Alexandermb Same for every bow ?
  14. @wackyserious Oh you did the shields too ! Yes they are nice ! My want to add some bump to the middle part. you could use something like.
  15. Luvely, maybe fix the stretching on the player color, also, maybe use the same barrel mesh than the others, else it will look a lot less poly than then new building Is that cypress part of the building ? could be nice .
  16. Hey @Thorfinn the Shallow Minded Thanks for the research, my question would be more about the shape of the scales than about whether they used scales or not My issue with the other variant of scales is that they do not overlap each others
  17. My issue is that it looks a bit like this Which if I recall correctly was not historically accurate so I'm not sure sure Persian would have that kind of armor either. Feel free to prove me wrong.
  18. Well we have a fix but you need to be a bit tech savy to test it. Can you download the source, compile the game in release, check it still happens, download a SVN patch apply it to the game, compile the game again and see if it fixes it ? If yes you can head over to Trac.wildfiregames.com and get started
  19. Hello and welcome again to the forums, First let me thank you for your interest and say I'm really looking forward to hearing from you. As you saw there are a lot of sounds to be made in the sound fx missing sounds thread. If you read the above waiver you have to create a topic called ===[TASK]===[SOUND]=== Sound name for every sound you make in that list. If you have sound suggestions you can post it in the sound fx thread. If you nevertheless want work on a sound not in the list and don't want to ask you also can but you'll have to post a request thread in the art forum (Not the tasks one) Assuming you make enough valuable contributions and stick around for a bit you'll get an invitation eventually. @OmriLahav and Lion.Kanzen me and @LordGood will review your sounds and Omri will have the last word. If you need a review after two weeks you can ping me and I'll also notify Omri by email
  20. Well they would probably be south. Im sure @Sundiata has things to say
  21. Why in the hell would the game hide only specific heads...
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