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Stan`

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

  1. Read the comment once or twice to begin with. Then ask yourself if you have enabled GLSL Then ask yourself whether your computer supports GLSL in the first place.
  2. Looking good maybe @Sundiata's friend has some comments
  3. Any chance for those anims ? We can't tweak the templates as they are used for balancing. So you'll have to tweak the actors instead
  4. Mmh I'll have a look unless @Alexandermb beats me to it.
  5. Good to know Have fun with the games. The crashlog didn't reveal anything...
  6. Interesting. Do you often do such commentaries ? I barely read those threads cause balance is not in my attributions.
  7. Basically I'm using inheritance from variants to avoid duplication for helmets so I can have single helmets and multiple object props with minimal lines of code Worth to be noted if you mix up the order of frequency and name attributes in the actor it won't work. Variant files can also inherit each other which is great for things like helmet with added complexity.
  8. Hello Could you attach your system_info.txt, interestinglog.html, and mainlog.html, crashlog.txt and crashlog.dmp please ? See GameDataPaths and ReportingErrors Thanks in advance.
  9. @wowgetoffyourcellphone Bows yes one of my first commits Pilos and boeotian too Only 10 helmets to go X) actor work is outstanding. Gonna be easier with my last commits.
  10. Will be fixed when I have @wowgetoffyourcellphone's new icons.
  11. @elexis 1.2 looks like a bug. @Stratego 1.6 Bears have no anims currently which is why they glide. Someone is working on it but it has been like this for years.
  12. As I often ask I would suggest you to use a versioning system like git and a platform like GitHub. If you use the tool(GitHub) to its full potential you can define issues merge changes by other contributors upload release keep track of all changes go back to a previous version easily set up a Scrum like board for your future tasks... Etc It takes a bit of time to set up but in time it's better. Also releases note would be nice. Your thread is only two pages for now but if it grows bigger people will lose track. (Commit history on GitHub can play that role) Happy modding !
  13. It's done. and it's the last time I fix stuff myself. There were still mixed spaces and tabs everywhere, holes in Xml files, missing stuff, extra stuff for nothing, pointless changes to some of the templates. Also, you didn't check every single actor that exists, which revealed a lot of stuff missing, or not updated correctly. This is a good example where the patch is better for the community than nitpicking for hours. In summary took me four days to review and I just fixed it
  14. Yeah that's what I mean won't it confuse other players ?
  15. On topic. Making foundations is rather easy. Commands you need to know in blender: - Creating a simple triangle - Creating empties - Object renaming - Object rotation y a precise angle - Object rotation - Object displacement - Object parenting. Things you need to know in 0 A.D. - Creating actors - Using props The ground work was done when Enrique eventually committed my drop prop foundations. Boxes barrels delimitators brick brick piles planks tools all are available as props in the game. One needs to create a scene with at least a triangle and four empties rotated respectively by 0 90 180 270 degrees and called prop_delimitator_0X where x is the the number of the mesh. Then parent them to the triangle that has to be below ground. (to make an actor one needs at least one triangle) Then if the mesh needs more props just create as many empties and name according to the mesh that should replace them. Then create the actor. Take example on the other foundations and on the farm fields. For the texture use a small one but whichever you want cause it won't be seen anyway. Note : the min height and Max height allow props to adapt to the terrain. History note : Historically the game had it's props separated from the main building structs. If it's done correctly every struct could reuse the same props allowing for optimisations. Only drawback is Ambient occlusion. Big advantage graphical updates are way easier. Change one mesh update the whole game. Decals for foundations are easy to make. Take a plane and scale it to the size you want then export it. Don't forget to apply the scale (Ctrl + a ) Off topic Yeah it seems the artistic department allowed for more outside contributions and still keeping things moving from the inside. (There is still a lot of unused stuff on the forums) I hope you'll all like the new alpha. And that it won't be too hard on your Pcs. On topic Destructions are harder to make though we could have different sizes for that black thing that pops up when building are destroyed and then add props on top of it when they are done. One thing that could be done by anybody is for each of those foundation actors creating a simple grid for instance 2x6 and then placing the props points marked as cross on them. If you have a programmer friend that has nothing to do I guess a little program could be written that places empties at the given positions and then generate a dae file. (too bad I don't have time)
  16. Maybe if someone comes with better open source references we could avoid having to make a 3D model
  17. But it has to save as spaces, not as tabs EDIT 1 : Make sure to check for recent commits so i do not revert things accidentally.
  18. @Alexandermb I'm really sorry if I wasn't clear. We use SPACES for XML files. Two spaces make an indent. So you'll have to tell whatever editor you are using to use 2 spaces for indentation, and not tabs. Plus I commited something today that will break some of the files. EDIT 1 : Avoid caps in names. It's nice and cool on windows, but on linux, or any case sensitive filesystem it will cause havoc if not respected. EDIT 2 : Sele chariot and maur chariot won't load in atlas. EDIT 3: I'm not sure heroes should have promotion anims, but that's up to debate @wowgetoffyourcellphone
  19. @wowgetoffyourcellphone For helmets I have another fix coming, but I need to fix all the occurences of the beotian helmet before committing it. Then they will all use the same mesh, with different props and textures. on the helmet prop point.
  20. Should be fixed now. I'll make sure to always have gpuskinning on from now on.
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