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Everything posted by Stan`
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Hey I'm not sure how hard it would be to create one, but for now there is nothing of the sort sorry. The main website and trac have a rss feed but they don't link directly. We don't release that often though so I could ping you when we do?
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Introducing the Official community mod for Alpha 26
Stan` replied to wraitii's topic in Gameplay Discussion
You're using the wrong subforums. This concerns the community mod so it belongs here. -
Introducing the Official community mod for Alpha 26
Stan` replied to wraitii's topic in Gameplay Discussion
@real_tabasco_sauce is compiling them, he said he'd try tonight. -
Introducing the Official community mod for Alpha 26
Stan` replied to wraitii's topic in Gameplay Discussion
You're not looking at the right branch I haven't merged back into master yet everything is in signed. That's a protected branch that automatically uploads to mod.io -
I talked with @superflytom today and he might comment one or more matches
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The patch there is really old, probably doesn't apply My main usage would be putting siege engines on towers and ships without requiring to resize them. Obviously it would make scaling boats much easier because we don't need to worry about messing the armature. Importing animated meshes in blender is discouraged, and we don't have all the source files.
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Given the variety of building sizes it could be complicated
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Minecraft uses dedicated servers.
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They'd need to be added to every single building manually in blender.
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Explanation of the console's possibilities?
Stan` replied to Ceres's topic in Game Development & Technical Discussion
Anything you can do in JS you can do in the console. It does not accept bash.- 1 reply
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Waterfall on random maps using particle effects
Stan` replied to andy5995's topic in Eyecandy, custom projects and misc.
That's interesting, it looks okay, but a bit inferior to the current actors we have for waterfalls. -
Will 0AD be released on steam?
Stan` replied to leopard's topic in Introductions & Off-Topic Discussion
I believe it just means you cannot charge us if you distribute the software. But the GPL2+ definitely allows for commercial use. Now the real question is do we have GPL3 code, e.g in libraries, because those have an extra clause that might not be compatible. The TIVO clause. -
Few things. PMD format doesn't support scaling whatsoever (PMD_File_Format / PSA_File_Format ) - This is a bit annoying, since you need to do hacks to say, make a unit breathe, or change a muscle size when it flexes. You cannot scale models through templates. I suppose it's complicated because of props but @vladislavbelov might know more. I remember Sanderd17 talked about it in the past here Ticket here #5259 (A method to adjust the visual scale of an actor.) – Wildfire Games
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Raspbian Unstable has A26 so I assume you should be able to compile it yourself at least. For flatpacks you need to open an issue on their github I'll point @oSoMoN to this thread
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So what's in the design document that wasn't ever written :/ that's a bit tough
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Well what yo do you need ?
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I could look into it at my return. I'll put it in my ToDo list.
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I suppose we'd need some extra code in the the Foundation component that takes a list of builders and ask them to garrison in.
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Increasing social media markting effort for 0ad visibility
Stan` replied to Darkcity's topic in General Discussion
Would require some Python but could be nice.