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Stan`

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Everything posted by Stan`

  1. Ideally one set of textures for all the buildings. Spec Normal Diffuse. And one to four aos. If four aos make sure to reduce their size. If one it can probably fit in a 1024x1024 textures. Props have the advantage that they can be switched dynamically through code, but they cost more drawcalls. In the future drawcalls will be reduced drastically with https://code.wildfiregames.com/D2938 but until then it's better to reserve props for things that adapt to terrain or change through code. Only way I know is using many variants or props.
  2. More tracks will follow.
  3. AMD CPU and GPU https://trac.wildfiregames.com/wiki/SwitchingToYourPCsDedicatedGPU
  4. Putting them in formation is a bit tricky, you can do it through code or by playing that scenario. There is a play button on the first tab that runs the simulation.
  5. There is no relation between stances and formation. The default formation is the one units will turn to by default when selecting groups of units and odering them to move. Attack move is a command that asks units to attack everything between where they are and their destination.
  6. You can do it in atlas by placing units manually (using copy paste, you can save you pastes for later) You can also spawn units via script, like it is done for integration test e.g pushing map.
  7. I guess a good first step would be to actually read the conversation here https://code.wildfiregames.com/D1751 @Imarok can probably give some insight too. Is that new ? Given how many people abuse the lobby I do not think I am. And sure. Nothing is foolproof. As for observer only flares, sure why not, but I'm not sure the engine allows it @Freagarach
  8. If only it were that simple... We could just switch to fast mode by setting unit model quality to low.
  9. It was in the sense that we never supported writing there nor reading the names ?
  10. Sometimes I wonder if this thread should not be a dynamic thing were you can add new elements or vote for the one you want.
  11. Oh that's definitely what they are gonna be That's the only way. Just like the number of icons has to be hardcoded because we cannot generate new gui elements on the fly.
  12. Tabs are a bit annoying to work with, but could work like the game options.
  13. Made a quick attempt, but there is a lot of code to write. Not sure where heavy spear infantry comes from. unit_viewer_v2.zip
  14. Just for the sake of it, here is how it looks when you put an actual history string. <History>A hoplite (from [font="sans-bold-14"]ta hopla[font="sans-14"] meaning tool or equipment) was the most common type of heavily armed foot-soldier in ancient Greece from the 7th to 4th centuries BCE, and most ordinary citizens of Greek city-states with sufficient means were expected to equip and make themselves available for the role when necessary. Athens had a system of compulsory military service for 18-20-year-olds, but during a war, all male citizens up to the age of 60 could be called up to the armed forces. Other cities across ancient Greece followed a similar policy which meant that hoplites were not professional soldiers and often lacked sufficient military training, although some states did maintain a small elite professional unit, the [font="sans-bold-14"]epilektoi.</History> From https://www.worldhistory.org/hoplite/
  15. I suppose you can do it through promotion too. Might run into trouble due to palisade tower size, though.
  16. The bigger the gap the more they get stuck.
  17. Could be DDOS if you are playing multiplayer when that happens.
  18. [Differential] D1581 Mod Interface: Enable setting territory visibility (wildfiregames.com)
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