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Stan`

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

  1. @borg- @real_tabasco_sauce @maroder @chrstgtr @ValihrAnt @Feldfeld @Stockfish @wowgetoffyourcellphone Now that the last release blocker is fixed I'm gonna soon make a second release candidate. That will also be the beginning of string freeze meaning no new auras or techs, or units can be added so that translators can finish. So I'd like to have list of remaining patches you want to merge for A26, and I'd like everyone to comment on them if possible.
  2. From what I can see the actor looks like this millenniumad/norse_coif_huscarl_relax.xml at master · 0ADMods/millenniumad (github.com) While it should look a bit more like this 0ad/cape_long_player_archer.xml at master · 0ad/0ad (github.com) The interesting part being mainly that it's missing <variant file="biped/base_archer_relax.xml" name="Archer-Relax" frequency="1"/> <variant file="biped/base_archer_ready.xml" name="Archer-Ready" frequency="1"/> Mind the name tag as it's really important.
  3. It's still correct. Blender handles the triangulation for you. But in some cases you might want to triangulate it yourself.
  4. There could be but if would probably be still expensive
  5. 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.
  6. Needs to be checked but I don't think they do.
  7. 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
  8. The engine doesn't support blocking arrows, spears or any long range unit through walls.
  9. Yes. It was placed manually in Atlas the map editor. The wall on the righ next to the gate isn't properly aligned.
  10. @LordStark Everything is now here. https://github.com/0ADMods/medievalad @Lopess and everyone else, any help is appreciated in making the mod playable.
  11. Works fine for me, they're out of each other's sight. Just like normal combat huge.
  12. @Dunedan @user1 @rossenburg
  13. Ah yeah I think campaign restricts everything
  14. You changed the wrong ones Left are the keys, right are the values.
  15. The Ultimate low poly mod. no bs only cubes. dude_box.pyromod
  16. 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.
  17. 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.
  18. @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.
  19. Interesting, no idea how to set that up though. And probably more work that I can handle.
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