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Posts
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Everything posted by Stan`
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Lion, Btw you should check the latest version I think Rada broke all the units.
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Well now stop thanking and play (French Here)
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Well then talk
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Asian civilization and appearance for beta and final version?
Stan` replied to Taobyebye's topic in General Discussion
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Well we have the mod loarder and you could put everything in the same folder
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I have a friend that wants to make a map but he/she might need some extra props, is that an issue ?
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@Lion, well I just have the icon and the shield was not looking similar to the other civs.
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Yup Another Screenshot Incoming
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Asian civilization and appearance for beta and final version?
Stan` replied to Taobyebye's topic in General Discussion
Well Omri If you want i can put it in the Han mod, which you can follow the evolution in the modding forum I took Kimball's mod back on the trail -
Can we have gaia/fauna,flora ? Lakes ? I'd like to have some props like that.
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@Lion can you work on a background for ROTE ?
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That's the china "bireme" niektb is looking for proof to deny or confirm it's existence. But the most important thing on this picture, is that garrisonned units on boats can shoot
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Ayakashi's concept ?
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Okay rada, could you make this new organisation on paper (with ALL empty subfolders) using the /tree /a /f CMD command don't know the equivalent on linux, so we could apply it to our mods, and before that discuss it more ?
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Great ! =D Can you also draw a blacksmith ? =)
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Thanks my friend, will replace it on the texture. What does my char means ?
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What is relax XML ?
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How did you think I did Hand is long but the way. BTW you broke my forteress (Aristeia) I think we should fix prefix too. All props should be like misc_type(fauna,prop,embelishment)_name.xml
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Asian civilization and appearance for beta and final version?
Stan` replied to Taobyebye's topic in General Discussion
Well some art has to be done before beta. We don't have all meshes yet. And a lot of programming bugs/enhancement/additions have still to be done. -
For this I have an easy idea. If it's only for this building (e.g separated mesh because of the textures) → Same Folder If it's a common prop (e.g barrel, box pile ← Those are not commited and are part of my foundations) → It will be in the props folders Special case : if the prop can be reused as Eyecandy (e.g Egyptian Sitting dogs) they should be in props/eyecandy.Cons : If everybuilding has a lot of props might become messy.
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For those, If we want to be cleaner than the original public folder, when we will have the new meshes we should unify the names in our folders, or ask Enrique to do it. Well If I don't I have a Pony Millenium Chinese Aristeian UI + the default mixed randomly which is bad
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There is also a big issue with models using <variant> <textures><....></textures> </variant> While there is only one model and one texture, which make it look like it's big. We should fix those. I'm wondering if we could have a strict Xml Parser (Just to check we are following the conventions) In some cases, this can help to have more props for units (ie : mix of axes and swords) but if something is not in the good order everything goes wrong. Also TABS should be used, and Indent correct. We should define those coding conventions. I fixed the last bug with Aristeia coming from utility function that screwed up the gui, making the game unplayable for the player no matter what civ was used. I also suggest we avoid as much as possible to overidde game's file. To prevent this I add -mod=public in the command line. That cleans up my interface, which conflicts with mods. Could we have a manager for that ?
