-
Posts
17.969 -
Joined
-
Last visited
-
Days Won
579
Everything posted by Stan`
-
I'll see what I can do.
-
AO is integrated. You can't have AO and Diffuse on animated meshes. (Engine Limitation)
-
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
-
===[TASK]=== Differentiating Britons and Gauls
Stan` replied to Mythos_Ruler's topic in Official tasks
@Enrique Thanks for your time =) -
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.
-
@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
-
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.
-
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.
-
===[TASK]=== Differentiating Britons and Gauls
Stan` replied to Mythos_Ruler's topic in Official tasks
@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 -
-
===[TASK]=== Differentiating Britons and Gauls
Stan` replied to Mythos_Ruler's topic in Official tasks
Texture space stays the same, so old textures are new meshes compatible -
I'll have a look. It seems the AO map uv's is messed up.
-
Hmm strange could you send a screen ?
-
Here is the PDF, see ticket. Yes, it's not finished. Manual.pdf
-
XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
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. -
XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Well what is the actor editor.exe then ? -
I have been experiencing that once, I think it's because it fails to create the local.cfg file in "appdata/roaming/0ad/config/"
-
XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Why not include Daes as well then ? Since nobody can import PMDs anymore -
Agreed, need to figure out if JSDOC allows that easily, or If you have to generate everything separately.
-
@LordGood @Enrique For some reason when enabling advanced graphics horse_a.Xml is crashing the game, any ideas ?
-
Oh right then it's perfect Maybe you could make a variant with no shield ?