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Stan`

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

  1. That's the style of m7600 who is no longer part of these forums.
  2. You can add the -editor command line argument Regarding Atlas some work has been done by @trompetin17 to get rid of it and instead do everything inside the game.
  3. That would be a question for @real_tabasco_sauce for the main game or @wowgetoffyourcellphone for DE.
  4. JS code should hotload on change. You cannot add new files when the game is running though they won't be picked up.
  5. For formation banners given the size the polycount would be okay. Yeah some of Alexandermb's models have a way too high polycount. I mean the game supports setting three different meshes depending on the quality options. You can check the barrel actor for an example.
  6. Currently you can do - civ_infantry e.g han_infantry (everyone can train han infantry by capturing this building - {civ}_infantry gets replaced at run time by the owner civ if such a unit exists for them - {native}_infantry like 1) but dynamic useful if you have three embassies templates with different civs for instance.
  7. Hey sorry for the delayed answer. The polycount limitations highly depend on the number of units with those things. You can check out the number of tris in the editor, (disable shadows in atlas first) but i feel like it should be 400-500 considering unit models without props are around 1000. Lods are an option though and we could have a higher quality version for high quality model level. Does that make sense?
  8. It was not. At the time I didn't know how it worked and I just wanted to add a cool asset into the map editor.
  9. That's the issue with allowing buildings to train all units, since you might see Atlas only entities, or entities that were not made or balanced for matches.
  10. I think something like that was attempted in milleniumad. Not sure it was finished.
  11. Can you take a screenshot of the left of Visual Studio? Do the projects they show v141_xp .
  12. Hey nifa, nice to see you back! They look pretty nice. The polycount looks high though
  13. https://code.wildfiregames.com/D4991 @Atrik could you provide a minimal replay of the bug(s) so we can open issues?
  14. https://wildfiregames.com/forum/topic/16802-legal-waiver-please-read-this-before-contributing/page/5/#comment-587840
  15. Regarding translations, you can go ahead and help with the spanish translation of the game on Transifex. Regarding programming, if you know web technologies, mostly JavaScript, you can contribute to half the codebase, and a little 1% with python as most of our scripts are made with this.
  16. Could be a checkbox like "ranked". I'm still quite puzzled at our userbase stats. 22k players on Snap for instance, are they all playing SP? That's crazy.
  17. Hey @Tee Welcome to the forums & thanks for the application I'm not quite sure where you want to contribute, could you clarify it for me. Your application title says design, and you say you don't want to do programming, yet all your skills seems to be in the programming area.
  18. Yes but it's pseudonymised with your user report id. And we have no matching DB. Nor should we.
  19. I suppose OBS injects itself in a different way when running in game capture mode which slows down the game.
  20. Walls are still problematic. I remember threads about @Hannibal_Barca abusing walls by making fans out of them causing pathfinder havoc. In MP matches, probably not indeed. IMHO we should have a tech filter restricting some techs in MP. With the modifier manager we can now disable techs on game start this way they would not pollute you but we could still have some stuff for SP players. Regarding the balancing PM maybe we should just open source it. Regarding Nescio's position, I think they were more into what he believed was historical accuracy than what you'd want as gameplay. Their opinions were just radically opposed to yours. He did put in the work to make patches though.
  21. What version of the game are you running?
  22. Well, I suppose you could start with downloading Blender and playing a bit with it. https://gitea.wildfiregames.com/0ad/0ad/wiki/Basic3DImplementation
  23. Moved the off topic to the current thread. The current game (Part 1) is -500 B.C. 1 A.D. So it would be for Part 2. We don't have enough artists to take that on at the moment though. Most of the artists are spread across all the mods and the game and are generally the same people.
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