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Stan`

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Everything posted by Stan`

  1. @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
  2. 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.
  3. 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.
  4. @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
  5. Well I don't know for sure, but I think we are still looking for voice actors for unit sounds
  6. Fixed it. Will commit it tonight
  7. Texture space stays the same, so old textures are new meshes compatible
  8. I'll have a look. It seems the AO map uv's is messed up.
  9. Would you consider making a video to "showcase" what you can do ? =)
  10. Hmm strange could you send a screen ?
  11. Here is the PDF, see ticket. Yes, it's not finished. Manual.pdf
  12. 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.
  13. I have been experiencing that once, I think it's because it fails to create the local.cfg file in "appdata/roaming/0ad/config/"
  14. Why not include Daes as well then ? Since nobody can import PMDs anymore
  15. Agreed, need to figure out if JSDOC allows that easily, or If you have to generate everything separately.
  16. @LordGood @Enrique For some reason when enabling advanced graphics horse_a.Xml is crashing the game, any ideas ?
  17. Oh right then it's perfect Maybe you could make a variant with no shield ?
  18. That front arm should move a bit maybe ? Apart from that looks great EDIT : Actually it moves, maybe the elbow has a strange position then...
  19. But why would that change between A19 and A20 it doesn't make any sense ?
  20. Best would be Gaelic I think
  21. You could use my mod as expansion stuff it adds cliffs eyecandy some buildings and other stuff (0adMods/eyecandy)
  22. Well I guess someone could go back throught the art repo and get everybuilding back as a mod. My eyecandy mod could be used for thar.
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