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Posts
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Everything posted by Stan`
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Make new palisade models ? Someone made more variations You need bigger towers though if you want to be able to place them from in game. Else you will get warnings.
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Error = "failed requirement: Mesh is made of triangles"
Stan` replied to LordStark's topic in Art Development
Yeah you need to rebake the AO map. Remove the decal from the actor. -
This link does not work
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Same. And I'm not even developing anymore...
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@borg- @real_tabasco_sauce @maroder @chrstgtr @ValihrAnt @Feldfeld @Stockfish @wowgetoffyourcellphone Now that the last release blocker is fixed I'm gonna soon make a second release candidate. That will also be the beginning of string freeze meaning no new auras or techs, or units can be added so that translators can finish. So I'd like to have list of remaining patches you want to merge for A26, and I'd like everyone to comment on them if possible.
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From what I can see the actor looks like this millenniumad/norse_coif_huscarl_relax.xml at master · 0ADMods/millenniumad (github.com) While it should look a bit more like this 0ad/cape_long_player_archer.xml at master · 0ad/0ad (github.com) The interesting part being mainly that it's missing <variant file="biped/base_archer_relax.xml" name="Archer-Relax" frequency="1"/> <variant file="biped/base_archer_ready.xml" name="Archer-Ready" frequency="1"/> Mind the name tag as it's really important.
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Error = "failed requirement: Mesh is made of triangles"
Stan` replied to LordStark's topic in Art Development
It's still correct. Blender handles the triangulation for you. But in some cases you might want to triangulate it yourself. -
Shooting through walls - how do I stop this?
Stan` replied to LordStark's topic in Game Modification
There could be but if would probably be still expensive -
Error = "failed requirement: Mesh is made of triangles"
Stan` replied to LordStark's topic in Art Development
Go into face mode, Press A to select all H to hide then switch to edg or vertex mode. You should see what you forgot to delete. -
@Freagarach Not sure that's supported?
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Shooting through walls - how do I stop this?
Stan` replied to LordStark's topic in Game Modification
Needs to be checked but I don't think they do. -
Shooting through walls - how do I stop this?
Stan` replied to LordStark's topic in Game Modification
Projectile are purely visual they do not take whatever is betwen them. So they don't know about height or other units. Tracking all the buildings around you might have a hit on performance. Silier once attempted that for terrain https://code.wildfiregames.com/D1905 -
Shooting through walls - how do I stop this?
Stan` replied to LordStark's topic in Game Modification
The engine doesn't support blocking arrows, spears or any long range unit through walls. -
Walls - Tips for perfectly aligned walls
Stan` replied to LordStark's topic in Scenario Design/Map making
Yes. It was placed manually in Atlas the map editor. The wall on the righ next to the gate isn't properly aligned. -
@LordStark Everything is now here. https://github.com/0ADMods/medievalad @Lopess and everyone else, any help is appreciated in making the mod playable.
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Walls - Tips for perfectly aligned walls
Stan` replied to LordStark's topic in Scenario Design/Map making
They did it manually on every map... -
what is map size in meters? tiny, normal, med, large, etc?
Stan` replied to vinme's topic in General Discussion
Works fine for me, they're out of each other's sight. Just like normal combat huge. -
@Dunedan @user1 @rossenburg
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Ah yeah I think campaign restricts everything
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what is map size in meters? tiny, normal, med, large, etc?
Stan` replied to vinme's topic in General Discussion
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what is map size in meters? tiny, normal, med, large, etc?
Stan` replied to vinme's topic in General Discussion