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Everything posted by Stan`
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@fatherbushido I don't know if it matches the game quality standards, but anyways here is a new goat. So have fun with it goat zip contains ready to play files source contains reference images, images used for textures, textures, and blends. Goat_Source.7z goat.7z
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===[COMMITTED]=== Order move indicator[Visual]
Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
Yeah but the issue is the number of entitites that would represent at the end of the game. I'm pretty sure 5000 per person clicks is not a big number for a game. Different yes, unrelated not so much, If I can do D557 arrow thing should be piece of cake, at least so I hope. I just don't know how to get the component manager to add an entity. Not giving up. Got interpolation working rest is on ticket. Yeah will do. Well that could be a solution, but the only way I found in the past to get stuff I wanted done was to learn it and do it myself eventually ^^ I noticed I get warnings popups when using atlas in debug mode, and AFAICS click selection is still broken in atlas, making it really annoying to select a single unit. Maybe that something that should be fixed in FF ? Or @vladislavbelov may have an idea for this kind of bugs -
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
@Itms If someone tells me how I can make object appear and disappear in unit action.js could be done quickly. -
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
@Lion.Kanzen I'm somewhat on it. See #657 and D557 I mostly fixed the duplicate code. @vladislavbelov raised concerns about STD deque and STD lists though Im not sure performance is would be really different. About unitai Im not sure what is broken. About formations I think I will get the center of it and draw a line to the target no formation either multiple lines or no lines at all over three units. Still remains the question of the animated arrows. I need to make them disappear with no hack at the end of the anim and clearly have no idea on how to do that. And last but not least I think it could be done for A23 But I clearly will need some help :/ -
The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
A list would be perfect I prefer to work that way. It's easier to keep track of everything that way as long as the list is maintained. Also if done properly it could work as a roadmap. Moreover if some props like scabbards and stuff can benefit the main game it's great.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Art ofc, not much coding needed for that faction AFAIK. I'm just coding and learning c++ now for the game hence my last line.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
If you have some simple tasks I could probably help with some props, swords, barrels, crates, jars, helmets, spears, khopesh etc, I could do buildings and complex stuff, but my time is too much limited by c++.- 1.040 replies
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Civ.jsons and Team Bonuses
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Maybe get a list of patches but I'm not sure that would change much. -
Looking at the files it needs to be exported from blender then you need to add a Skeleton file from it and make all the actors. Then it has to be accepted.
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Yeah I wasn't sure if it'd be easier for artists
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
Oh god all those brackets... -
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
@leper I think I managed to rebase your patch properly. So what should I do next ? https://code.wildfiregames.com/D557 -
Fences look great. Doesn't it make the houses too big tho ?
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I think it was decided earlier that Norse wouldn't have any towers
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Inti's Questions (Make a unit not be able to gather?)
Stan` replied to intipablo's topic in Tutorials & Guides
Can't you just remove the templates using '-' like for techs ? -
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
@Lion.Kanzen In game screens with variants and specs and files if someone wants to use them for any purposes. Skeleton file was made with my script. public.7z -
I created this little python script to autogenerate skeleton files from dae files, which will hopefully be a timesaver for artists. https://github.com/StanleySweet/0AD-Skeleton-Generator
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If that works then it's great sometimes armatures and especially writing skeleton files can be tricky. ATM I'm writing a script to convert date bone schema to 0ad skeleton format
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Nice ! Can you try to fix the roof ? The important difference of tile scale is really visible
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Problem has alaways been the size of it That's why i made a single one. But I'm open to suggestions.
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I don't think the plan was to go full 3D for now, only to port the assets in 0ad
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
Waypoint is #657 and it's a tough one. -
Good Job !
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
@Lion.Kanzen I can add a flag if that helps but I'm not sure it changes much. -
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Stan` replied to Lion.Kanzen's topic in Completed Art Tasks
Yeah spec is planned. I don't think the feature will make it before feature freeze sadly...