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Stan`

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

  1. It was one of the special buildings along with the white bridges which didn't make the cut to vanilla apparently.
  2. @wowgetoffyourcellphone Please also mind the recent commits. We removed the rice subtype. Han still have a grain gathering malus.
  3. Right. And why are we using them like natural written parts of names? I never see Brutus with a diacritic anywhere else, unlike for example José or René, where I'd say that's just how they're spelled. Because technically they are natural.
  4. Images are a bit tricky but the text should be pretty straightforward to add
  5. Sounds like a very complex feature with lots of edge cases. I can imagine units defecting to gaia as a start. Else you'd need to add new players and pretty sure that won't work if you reach 8 players.
  6. It's there, the strings are just missing and need to be added back
  7. I thought @badosu had updated them maybe @smiley or @maroder may want to add them
  8. You do that in the civ.json irc. For skirmish maps you need to do it manually on every single map.
  9. The paths are the same for all versions of 0 A.D. and in the same folders for 7 8 8.1 10 & 11. Logs are in %AppData%/0ad/logs Default installation path is %localappdata%/0 A.D. Alpha/ Mind the space.
  10. What about badosu's balanced maps?
  11. None of the units do? red is for champs purple for heroes, green for mercs, and blue for the rest iirc
  12. I guess the very toxic behavior of people on the lobby coupled with DDOS is the reason too.
  13. Art has kinda been a landmine. Patches are a bit tricky to get right and break mods so I'm usually careful with them ;l
  14. I just checked the files quickly and I have some advices if you want them. You can optimize textures by making them 2x2 instead of 256x256, this will be lighter on older machines. You can optimize textures by pointing always to the same one by editing the actors. Else the game is gonna point to a huge amount of them causing memory fragmentation. To make the modification minimal in actor files you can add a new variant at the end and change the material to default.xml <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> ... </group> <group> ... </group> <group> <variant name="rubble 3x3"> <textures> <texture file="null_white.dds" name="baseTex"/> </textures> </variant> </group> <material>default.xml</material> </actor> You can also precompress textures using the archive builder e.g providing them as DDS instead of PNGs. Some useful documentation here https://trac.wildfiregames.com/#Formodders: There are some tips for mod.json and folder structure. I made a small tutorial for windows There was an utility by @nani but it does not do texture compression You're packaging some tests maps, not sure if intended Not sure why you need terrain_norm_spec The game provides four textures you can use
  15. Usually happens when the mesh has multiple materials you need to remove them all before exporting. If you do need them to texture the castle properly you need to export one mesh per material.
  16. Are you sure it's not for well, the readme? Ah yeah thanks for reminding me of this. Two C++files control this and since we do not do a full rebuild the date doesn't get updated.
  17. It would be nice to check if @Freagarach theory still work. @maroder @smiley do you think you can fix hellas ? @wraitii Do you remember if it's hard to do [Differential] D3191 Some more improvements to the release scripts. (wildfiregames.com)
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