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Everything posted by Stan`
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There is already a follow unit option in observer mode. Would just have to tilt the camera. I think it's all JS.
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Increasing social media markting effort for 0ad visibility
Stan` replied to Darkcity's topic in General Discussion
They add us and remove us from there :/ We tried to contact support but it didn't help. There is a thread on the forums mentioning that issue already. -
pyromod GitHub Action that will build a pyromod
Stan` replied to andy5995's topic in Game Modification
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@smiley might know more. In the mean time you might want to look at the in game chat commands there might be a way to check for a given nick and not display their messages. So you'll still receive them but they won't bother you.
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Well for A25 you have a M1 version. Another one will be provided for A26
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We will be at the 2022 edition of the Vandoeuvre in Game
Stan` replied to Stan`'s topic in Announcements / News
I'm gonna I'm just waiting for the video to be uploaded -
Just in case it needs to be said: Anyone with a Trac account is free (and encouraged) to update the wiki
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A bit more. Adding it is slow.
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https://play0ad.com/alpha-26-is-near/
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Not really but basically you can run arbitrary js code in it
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I can say it but it usually means bad w7 install
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You need to download the redistributables from https://docs.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist
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How so? i'm alone for most events and it's usually intense.
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I'm not sure there is enough free time for it
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Reducing build times with distcc
Stan` replied to andy5995's topic in Game Development & Technical Discussion
Maybe it would work with a RPI4 cluster- 1 reply
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I believe it's Sanskrit.
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Yeah... I suppose you can use the donkey mesh to place the unit object then to be able to switch its body and thus anima easily.
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See Fixed in A26/RC.
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They can contain meshes anims textures and props but not other actors.
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You can use the same way than for carthage buildings. But it's not an overlay you need extra textures. Do you have a diff of what you changed in model common? Keep up the good work
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Keep in mind you have to use whole map shadows to get the old behavior back.
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According to Vlad it has always been the case. Maybe the new maps suffer from it?
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All the heads and body meshes. And possibly every single animation you want to use. Pretty sure they will not handle the scaling well. You probably have missed an error in Blender. Meshes that were exported with 3Dsmax needs a special edit to be importable in Blender. See the following thread (which should probably be moved to the wiki) There is also my plugin to import actors. Should probably be extended to support animations and to put variants in layers. https://github.com/StanleySweet/blender_pyrogenesis_importer
