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Stan`

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

  1. @real_tabasco_sauce is compiling them, he said he'd try tonight.
  2. 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
  3. It should You can try to spawn at that new entities position, units should automatically spawn around each other, not sure about a building, need to be attempted.
  4. If you have an entity id you can get it's cmpPosition and move the unit to x,y coordinates. This way you don't have to recreate it.
  5. I talked with @superflytom today and he might comment one or more matches
  6. 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.
  7. Given the variety of building sizes it could be complicated
  8. @Dunedan you asked for someone to write code to add that feature. The diff above does the C++ part it would seem ?
  9. They'd need to be added to every single building manually in blender.
  10. Anything you can do in JS you can do in the console. It does not accept bash.
  11. That's interesting, it looks okay, but a bit inferior to the current actors we have for waterfalls.
  12. 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.
  13. 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
  14. 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
  15. So what's in the design document that wasn't ever written :/ that's a bit tough
  16. I could look into it at my return. I'll put it in my ToDo list.
  17. 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.
  18. Hey everyone, I am writing this post to let you know I will become mostly unavailable in the three coming weeks starting Tuesday. "All we have to do is decide what to do with the time that is given to us." It's an opportunity for me to regain some of the energy to keep working on this project and to rest in general. I'll be at the open source experience in November in Paris and at the CDL in Toulouse so they will be my only 0ad-related tasks Social Media might be a bit silent too for a while. If you see people having issues there, don't hesitate to help/direct them to the forums. I count on everyone of you to help make A27 a success and to be nice when I'm gone, and I hope to see you all soon. See you soon folks,
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