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Everything posted by Stan`
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Balancing a new Civilization
Stan` replied to balduin's topic in Game Development & Technical Discussion
There is also a python script in the source who generate stats and graphs so you can have a better idea on how units react to each other though the best way is still to try.- 7 replies
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- civilization
- modding
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The skeleton detection is automatic. So it will look for the one who looks the most like him and use that.
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There were some changes mostly about obstruction size. Look at the changelog for more information.
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@Itms will probably give you more insight on how to get started with translation. What I can tell you is that you can contribute and that the translation is done on Transifex using po files. Have fun with the game
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@Constou Hello and welcome to the forums ! If you could attach the files named in the message your reported it would help us help you. In the meantime if you haven't already make sure you are using A22 which was released yesterday. If that still doesn't work go into the options in the main menu of the game and disable GLSL and post-processing. Else it's something else and we'll need the file to debug it.
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Empires mobile an new rts with AoE/0AD aesthetic
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Yes somewhat -
Well you could make a tech that upgrades every unit ^^ I'm not sure you can update specific props that way, and we don't handle promotions using variants so I don't think you can do it exactly like you intend and like it was done in other games ie AOM. now as @leper said having the documentation updated would help answering.
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Yes you can. You can even do that with units ask @wowgetoffyourcellphone for examples.
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Yeah I'll make sure to keep you updated mate. People like easy things. I'll start selling helmets as textures are mine and then sell stuff like buildings for rote to test.
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That happened because you likely did a os update on your Mac and those are new securities
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Sounds good. Maybe it could advertise the game a little too not that my work is particularly representative but that might draw some attention
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Empires mobile an new rts with AoE/0AD aesthetic
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I could try if I find some time. I have a lot on my plate especially learning texturing and finishing the stone edge civ center but this kind of statues could be nice for the game. -
@feneur Maybe we should ? I mean I guess that's the point of our license after all. Small question. Would I be able to sell the models I made for 0ad on let's say the unity store if I provide a link to here ? Would kind of destroy the point of selling them but I'm curious. Could be pocket money I could invest in tutorials to improve skills.
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Empires mobile an new rts with AoE/0AD aesthetic
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Then we can't use it :/ -
Empires mobile an new rts with AoE/0AD aesthetic
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
The question is mostly if you can redistribute things you make with it as CC BY SA -
Empires mobile an new rts with AoE/0AD aesthetic
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Yep that's why I wouldn't risk it. Now you can still make a request thread for specific trees and see what happens. -
So they should provide some kind of zip with their modified textures ?
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Assuming the new review process is okay, and I think it is new commits shouldn't introduce new bugs only new features. So the Dev executive files should be as stable as an alpha version can be.
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I don't know about that image but in our case as long as they give proper credit they are fine.
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Empires mobile an new rts with AoE/0AD aesthetic
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
https://www.google.fr/url?sa=t&source=web&rct=j&url=http://www.speedtree.com/downloads/Licensed%20Model%20Library%20Components%20EULA.pdf&ved=0ahUKEwiulP215KjVAhWFDcAKHZf7DR4QFggnMAU&usg=AFQjCNHf-T5pX3b2uWerTrj7sr5BbclLpA -
Well the only question is did they give proper credit
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Hey @AgamemnonPhlemnon and welcome to the forums. I'm quite we know sure where this error comes from, but just in case: Could you attach your system_info.txt, crashlog.txt, crashlog.dmp , interestinglog.html, and mainlog.html aswell please ? See GameDataPaths and ReportingErrors Thanks in advance. As @vladislavbelov stated it has been fixed.
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There was some attempt at some point with scaling @sanderd17 said it didn't end up well with shadows and props. So for now the only solution would be to have another scaled mesh.
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Many things to change, improve and FIX [ALPHA 21]
Stan` replied to franco95's topic in Gameplay Discussion
I cannot say much about the other bugs you reported but you can destroy buildings instead of capturing by ctrl+click on the target. -
Hi @Ell and welcome to the forums. First thing first you are going to need to download the latest developpement version. If you haven't already I'd suggest you clone the svn repository. You can find more information on how to do this here in https://trac.wildfiregames.com/wiki/BuildInstructions the section acquiring the code. Sound files are assigned to units in template files you can find under binaries/data/mods/public/template/units . Template use a sort of parenting, which means they inherit stuff from one another. In those file you'll be interested by the soundgroup section defined as follows. <Sound> <SoundGroups> <attack>attack/weapon/arrowfly.xml</attack> </SoundGroups> </Sound> You'll then need to make an actor file for your sound in xml format (If you are not sure feel free to ask for more details I'll be happy to help) in the following subfolders binaries\data\mods\public\audio\actor The file will look like something like this. <?xml version="1.0" encoding="utf-8" standalone="no" ?> <SoundGroup> <Gain>.3</Gain> <Priority>100</Priority> <ConeGain>1</ConeGain> <Looping>0</Looping> <RandOrder>1</RandOrder> <RandGain>1</RandGain> <GainUpper>0.5</GainUpper> <GainLower>0.4</GainLower> <RandPitch>1</RandPitch> <PitchUpper>1.2</PitchUpper> <PitchLower>0.8</PitchLower> <Threshold>100</Threshold> <Path>audio/attack/weapon/</Path> <Sound>arrowfly_28.ogg</Sound> <Sound>arrowfly_20.ogg</Sound> <Sound>arrowfly_21.ogg</Sound> <Sound>arrowfly_22.ogg</Sound> <Sound>arrowfly_23.ogg</Sound> <Sound>arrowfly_24.ogg</Sound> <Sound>arrowfly_25.ogg</Sound> <Sound>arrowfly_26.ogg</Sound> <Sound>arrowfly_27.ogg</Sound> <Sound>arrowfly_211.ogg</Sound> <Sound>arrowfly_29.ogg</Sound> <Sound>arrowfly_210.ogg</Sound> </SoundGroup> For some reason that file is in the wrong folder. I don't know if it was done on purpose. See the above xml it seems archers do have sounds. then you'll need to add your sound in .ogg format in the following folder groups depending on what sound you have made binaries\data\mods\public\audio\attack\weapon Notes : - Sound files are not hotloaded which mean you'll have to restart the game each time you change something. - SoundTags include <walk>actor/human/movement/walk.xml</walk> <run>actor/human/movement/walk.xml</run> <attack>attack/weapon/sword.xml</attack> <death>actor/human/death/death.xml</death> You can also have 'build','gather_fruit', 'gather_grain', 'gather_wood', 'gather_stone', 'gather_metal' Not sure all are actually getting called though. Maybe @feneur will correct me, but the one who will review your sounds will be @OmriLahav Also maybe if nobody wrote a guide like this before this should be pinned or added to the wiki.