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Everything posted by Stan`
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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
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He did not, I have them on my laptop, but I haven't had the time to rebuild the mods. It's all source files for now.
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That's correct. Luckily for you, we already did this for a few maps, because of the iberian walls. The lines you are interested in are 75-79 of the following file https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/civs/iber.json#L76 That is incorrect. You just need to edit the civ.json file.
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@Pascal0776 Hi and welcome to the forums. It seems you are running the snap in both cases. To run 0 A.D. after compiling it you need to run binaries/system/pyrogenesis.
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what is map size in meters? tiny, normal, med, large, etc?
Stan` replied to vinme's topic in General Discussion
There are ? I think Egypt 3v3 is that size. -
Interesting, no idea how to set that up though. And probably more work that I can handle.
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I do that for packagers but not for modders Most of the time I get 0 replies ^^
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Is it a joke? Or do you really want emails There was @Silier but they resigned, @Freagarach's laptop is not fast enough, @vladislavbelov has an account, maybe @wraitii But I guess i'm the only one really active. I initially got there to help the Hyrule mod progress