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Stan`

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

  1. AO is integrated. You can't have AO and Diffuse on animated meshes. (Engine Limitation)
  2. 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
  3. 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.
  4. @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
  5. 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.
  6. 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.
  7. @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
  8. Well I don't know for sure, but I think we are still looking for voice actors for unit sounds
  9. Fixed it. Will commit it tonight
  10. Texture space stays the same, so old textures are new meshes compatible
  11. I'll have a look. It seems the AO map uv's is messed up.
  12. Would you consider making a video to "showcase" what you can do ? =)
  13. Hmm strange could you send a screen ?
  14. Here is the PDF, see ticket. Yes, it's not finished. Manual.pdf
  15. 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.
  16. I have been experiencing that once, I think it's because it fails to create the local.cfg file in "appdata/roaming/0ad/config/"
  17. Why not include Daes as well then ? Since nobody can import PMDs anymore
  18. Agreed, need to figure out if JSDOC allows that easily, or If you have to generate everything separately.
  19. @LordGood @Enrique For some reason when enabling advanced graphics horse_a.Xml is crashing the game, any ideas ?
  20. Oh right then it's perfect Maybe you could make a variant with no shield ?
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