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Stan`

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

  1. Maybe lift the rear legs a little bit higher. For the gliding effect, you can change the speed of the anim in game to prevent that.
  2. Can't remember if I used Cycles, or Blender Internal, might have something to do with that. What do you mean by will not work correctly ?
  3. Anyway thanks for working on it @yhoyhoj looking forward to seeing more from you
  4. I think the anims were not good enough for @Enrique (The guy in charge here) that and people being busy So hopefully you improved ones will be okay
  5. @yhoyhoj Do as you please, I guess you can take rthe gharial I have seen no activity on it at all. Would that fit you ?
  6. Just for the record, and if that helps... Sorry I should have asked you to check if the thread existed already. Glad to see you found your way around from IRC
  7. Most new textures are 256x256 pixel wide, so you can afford that. If you feel like it, you can make a bump map and a spec map for it, if there are details you want to add. Good Job, I guess it can be committed. I'll leave that to @LordGood & @Enrique
  8. Stan`

    shaders

    What was the error ?
  9. Stan`

    Render Dump

    The reference I used did not have piers. It's from the osprey book. Wessex fortifications.
  10. It's visibly a flag to set in the linker when compilling on vs2013. Maybe a simple patch http://stackoverflow.com/questions/3109543/what-to-do-to-make-application-large-address-aware Not sure about pointer stuff
  11. Formations are broken and may cause lag. It is recommended that you do not use them.
  12. 1. Makes sense, though that highly depends on the civs, some have smaller door buildings. I believe that's because dudes are around 2 meters high. I guess that's doable. 2. Well, they were tall buildings, they have a lot of stories. 3. Can't help with that, I'm terrible at textures. 4. Okay 5. Sure, I tried not to overload them with stuff 6. Not sure I'll have the time to start over everything 7. See 3.
  13. Go ahead, though that doesn't mean I'll do anything. One thing though, call me Stan, or Stanislas if you must, not Stanislav.
  14. Nice to see you haven't given up. Keep it up !
  15. Stan`

    Render Dump

    @Le Druide Gaulois What was that building supposed to be ? I read that Tang Dynasty used fortified temples.
  16. What would be the main benefit of such a thing?
  17. I think you can also mark the post as answer therby markingthe thread as solved
  18. @sanderd17 Can't we use the Js engine to dowload mods ? Or execute a python script ?
  19. @Karamel agreed some mods could definitely be bundled into release, IE ROTE, cause unless the games breaks compatibility with entities, there is no reason not to do it. ROTE is a special case though, they were plans to include it into the main game... but someone correct me if I'm wrong that didn't happen, because we need to showcase mods potentials. Now I think your, and @wowgetoffyourcellphone's mods are special, since they are likely to break at each release sometime contain code that is not reviewed by devs, and I still believe that their main goal eventually is to improve the main game, so the changes should be included, not bundled, don't know if I'm clear on that one. Now I don't think a mod not being bundled for this or that reason is gonna cause issues, as long as mods bundled stay mods, and don't become part of the game. I think, each release could have ONE mod highlight to give visibility to it, and not bundle all it can.
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