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Everything posted by Stan`
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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.
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Else you could use Roman roofs ? I showed you new tiles I was making on IRC too if you want them
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1) It’s possible, but it hasn’t been coded I think. 2) Corpses are by default made unelectable, but I think that might be overridable. Not sure if C++ or simple template editing 3) Not yet, there are tickets about it but it hasn’t been implemented yet. 4) It’s doable but not implemented. 5) Same codable adding a component such as stunnable, which adds a particle effect to the unit, and set their move speed to 0 or trigger a flag that would prevent them for moving. 6) Yes, just add a particle props, see the blacksmith building for instance. 7) Yeah, there is a tech that does that, you could auto research it. 8) It has been done for capturing, so it would have been somewhat an extent of that, then again it’s not natively supported 9) I’m not sure but I think towers can do that not the bouncing though 10) Adding new resources is possible, Wowgetoffyourcellphone, and MuteLovestone did it. Restricting it to civs, I don’t know 11) You can define the range of the attacks 12) You’d have to add a new component for dodging. Maybe an aura could do the trick but I’m not sure 13) See current implementation of temple auras 14) If you set the aura radius to be the size of the territory it could work, but won’t be precise 15) You can only add decals to buildings (as props), so if it is big enough, it could do what you want. 16) You need an extra js component to do that. 17) Not yet, but there is a patch 18) This would require change to how capturing works but it could be done 19) This requires changes to the pathfinder, I’m not sure it can be done as is 20) I’m not sure. 21) This is planned, not sure the ticket has been issued 22) Same as being dealt damage when attacking special unit, it has to be in attack.js, or in another component 23) Tweaking a component could do the trick, and it could be mutualized with the spawn unit on death. 24) Might work by adding resources to a building, but I’m pretty sure that isn’t that easy 25) Needs a new component, but it could be done 26) I think you could set a building to ignore trees obstruction, but I think that requires pathfinder changes. 27) No I don’t think it’s implemented. There is a patch for multiple attacks somewhere, you could also make your unit upgrade to a new one that casts fireballs and then somehow on the first attack make it upgrade back. Nice way would be to add another type of attack 28) Would maybe work with a special component, not sure. 29) Every debuff can be achieved through auras 30) 31) Needs change to the attack.js file 32) Not sure, but I guess that’s related to 28 33) Could be done but it’s not implemented. Adding repairable to a unit, and making it so it collapses from let say 10% of the health, could work 34) That’s the purpose of ticket #2577 which I was never able to finish.
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Nice one weird thing though the end of the roof tiles look weird for some reason @LordGood
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No they don't have to be skinned. To see how you have to place your weapon just import one from the game. Yes you can animate pretty much everything. There are animated capes in 0ad.
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Glad it works. @vladislavbelov will also add blender support
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Which of the civs is the darkest ? Also would be really cool to have a Poseidon statue. Could be used by delenda east too.
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If you can't because your card isn't supported anymore by AMD just try disabling GLSL and postprocessing.
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Oh thanks I thought they were commited. EDIT : FIXED
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What I found the best way to preserve alpha in GIMP is as soon as you open a file with transparency, whether it's a png or a dds, is to separate the alpha map and use it as mask (Click add mask on the layer, and select "alpha layer of the channel or something similar) I don't think they were normal mapped, or at least I think that if they were, the normal map was generated from the diffuse, so its details are still there. Well you have space for banners if needed, maybe tents or something so that their future market have something nice. Maybe one shield or two ? It'd be nice to update the jars paintings, maybe there are some that might be more spartan ?
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@Strannik It's done You can check out the script on the github repository