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Stan`

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Everything posted by Stan`

  1. I think that's the way we renfer things that might me a bit messy
  2. There is a planned features page on the wiki, I try to keep it updated. But it doesn't really state if this follow the vision or not.
  3. I'd like to have a side to side comparison between "The Vision" and the current game. I think the whole game would benefit from it. I mean not just seeing the text, but like a list of features we are missing.
  4. Is it having it on that breaks it, or does toggling it fix it ?
  5. We are going to help you debug this. Can you be more specific (e.g. what errors do you get) ? Also can you read this link http://trac.wildfiregames.com/wiki/ReportingErrors and give us the files ? Thanks in advance
  6. Then this is where those two projects differs, here we work on the features we want not the ones that are necessarily best for the game. Which is why we don't have building damage yet for instance. So maybe the ask themselves that question, but in the end it's just doing things, not THE things. Which is fair as long as things are getting done.
  7. This is not how things work here. It's mostly based on motivation. After all we are mere volunteers.
  8. I agree #131 is a must have. With it we could Overlay Textures (Dirt, Blood, Crackling) Add Props (For instance it could get all the props of a structure called prop_flame_damage, and add a flame sprite depending on the building damage) Replace Models by others.
  9. You are trying to use Rise of the East Mod. It is currently not compatible with the last version. A new package is coming stay tuned
  10. I attached some trees. The references are here. As they are merely eyecandy the comments above do not apply. Images are here http://wildfiregames.com/forum/index.php?showtopic=19659 TREES2.7z
  11. We could go for the simple way. Make the tree fall, by adding one bone and a death anim. Requires manual work, but not that hard. Your point on multiple branches tree still applies though. Then replace all dead trees by a single trunk mesh such as the one used here So no clipping, leaves removed when replacing by the dead actor Who is in charge for those decisions ?
  12. Well it's damage to structures, and we could extend it to trees too. So it's kinda relevant. And the other is to show that it was planned. I totally get your point though, and will make sure Enrique sees that thread. However making this work will be complex as leaves are invisible seen by under. I guess we could remove them when the tree falls though. And then we'd have to make the tree stumps.
  13. See the relevant ticket(s): http://trac.wildfiregames.com/ticket/1017 and the well known http://trac.wildfiregames.com/ticket/131 Also it seems like you like slaughtering names.
  14. Yup it's disabled by default because it uses some power
  15. Hey Xfs thanks for the review that was a really interesting read.
  16. You need to enable prefer glsl in the game options
  17. Would you be interested in doing texture for actual mods ? In theory, If I snipping tool assassin's creed belt and put it into the game I broke at least two laws of the Ubisoft EULA, be careful If you start to make anims, please do some that haven't been done, ie; two handed anim EDIT : The texture will apply to the new meshes too
  18. New Olive Trees Render : References : Blendfile Attached. OliveTree.7z
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