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Stan`

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

  1. Well I didn't think that way but yes it could open new strategies Stupid copy paste. I actually meant this would give a great advantage when attacking, since attacking with arrows vs attacking with let's say the onager, would not have the same impact. @sanderd17 told me he tried in the past but he ran into some trouble with units materials... That would solve some issues about realism
  2. For ships, yes. For the buildings not so much.
  3. Related Ticket : http://trac.wildfiregames.com/ticket/3488 Related Forum Post : http://wildfiregames.com/forum/index.php?showtopic=19898&page=5#entry309635 Until now (above patch) there was no way you could restrict a unit from going visible on top of a building if it was able to garrison. In other terms that means that were you able to garrison an elephant on a wall it would automatically pop up on the wall. Moreover let's say you wanted a wall like this: w Currently you wouldn't be able to choose the exact position of the catapult as it would appear on the first spot available. With this patch you can do this. In this case there are three archers slots, plus one for the scorpio. Same here on a boat. There are some drawbacks in each question. For now current behaviour is used, units are automatically visible, and do not get replaced when killed. Major drawbacks by implementing the first would be defensive (fortresses where replacing the defenders may let you vulnerable to capture). Then, if units are automatically replaced, you could empty a garrisonned building, making it easy to capture. Major drawbacks by implementing the last would be attacking (ships where replacing the catapult would be better) or
  4. I experienced that aswell on Windows 10 64bits
  5. AO is integrated. You can't have AO and Diffuse on animated meshes. (Engine Limitation)
  6. Thought It would be nice to have pureon's model textured so... Included in this package : Textures Improved Onager UVMap Simulation Actors For Packing Unpacking public.7z
  7. The problem with adding new factions, is balancing, research (after all we want to have the more historical background as possible) , art, we don't have much artists to tackle the work a new faction would cost. So you can turn yourself toward modding, see we already have a 500-1000AD mod period, one that goes through Ancient Egypt, and one that covers the Chinese Era during 0 A.d.
  8. @Teiresias Well I didn't run into much trouble, put aside the lack of JSDOC comments. As I stated above adding those in the right places fixed the classes not appearing, though as @historic_bruno stated the design is not really optimal. I shall look for a good way to split the code like in namespaces. I know the new ES6 support classes(class(}), this might be something worth looking into. I don't know If one component could be translated from prototype to classe to see. I'll add that on my todo list. Don't know if I answered your question. =) @sanderd17 AFAIK it works with ES6
  9. Could make thieves as well able to garison in a building and steal some resources The concept is rather simple. The unit appears as a standard villager most of the time, except when it garisons into a building, steal resources and after a short time, gets out. then it's a thief.
  10. You might need to reenable stamina though. I had a working patch somewhere on trac for that. Gonna need some tweaks though cause some references where deleted by @sanderd17 recently Edit: r18002 did that and http://trac.wildfiregames.com/ticket/3468 contains an old patch that should apply prior to that.
  11. @Enrique what do you think of wackyserious' textures ? Here is some other stuff for differentiation taken from this topic last is from @wackyserious You can find higher resolution of celt textures there art_source\trunk\art\textures\skins\skeletal\old
  12. Well I don't know for sure, but I think we are still looking for voice actors for unit sounds
  13. Fixed it. Will commit it tonight
  14. Texture space stays the same, so old textures are new meshes compatible
  15. I'll have a look. It seems the AO map uv's is messed up.
  16. Would you consider making a video to "showcase" what you can do ? =)
  17. Hmm strange could you send a screen ?
  18. Here is the PDF, see ticket. Yes, it's not finished. Manual.pdf
  19. Ah okay Wonder if that's so hard to do. Might need to wait for trompetin17 before that, cause his UI is way more modular.
  20. I have been experiencing that once, I think it's because it fails to create the local.cfg file in "appdata/roaming/0ad/config/"
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