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Everything posted by Stan`
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It was one of the special buildings along with the white bridges which didn't make the cut to vanilla apparently.
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@wowgetoffyourcellphone Please also mind the recent commits. We removed the rice subtype. Han still have a grain gathering malus.
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Images are a bit tricky but the text should be pretty straightforward to add
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Feature Request A27 - Advanced Diplomacy
Stan` replied to LordStark's topic in Game Development & Technical Discussion
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. -
It's there, the strings are just missing and need to be added back
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I thought @badosu had updated them maybe @smiley or @maroder may want to add them
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You do that in the civ.json irc. For skirmish maps you need to do it manually on every single map.
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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.
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What about badosu's balanced maps?
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Where do you want to move it ?
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Why aren't players with multiple accounts banned?
Stan` replied to 1123456's topic in General Discussion
I guess the very toxic behavior of people on the lobby coupled with DDOS is the reason too. -
StarGUI 0A.D optimisation mod, compatible with multiplayer lobby.
Stan` replied to Yekaterina's topic in Game Modification
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 -
StarGUI 0A.D optimisation mod, compatible with multiplayer lobby.
Stan` replied to Yekaterina's topic in Game Modification
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 -
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.