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Stan`

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Everything posted by Stan`

  1. 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
  2. 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
  3. 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.
  4. Are you sure it's not for well, the readme? Ah yeah thanks for reminding me of this. Two C++files control this and since we do not do a full rebuild the date doesn't get updated.
  5. It would be nice to check if @Freagarach theory still work. @maroder @smiley do you think you can fix hellas ? @wraitii Do you remember if it's hard to do [Differential] D3191 Some more improvements to the release scripts. (wildfiregames.com)
  6. Here is the third 'Release Candidate' of Alpha 26 - Zhuangzi Downloads - Current bundles are for SVN revision r27067/TBD Linux data and build macOS (x64) macOS (ARM) (Unavailable for now) Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. What changed: Alpha26 – Wildfire Games What changed since the last RC. How to port my mod PortA25ToA26 – Wildfire Games What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Upload your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Enable feedback and see if it works (Main menu) See this video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
  7. Make sure all the objets are joined using CTRL + J before exporting.
  8. I think it's in the pull request. Not sure what @Lopess merged eventually.
  9. Basically yes. I'm not sure but I think buildings cannot spawn other buildings without unitmotion @Freagarach
  10. Was supposed to be today but the CI broke. Some patches can get in between RC1 and RC2 no problem. We still have some c++ changes that need to get in.
  11. Hyrule Conquest has BFME Like structures for villages. You won't be able to get away with one model per village you'll need to break it into pieces. For custom fortresses like that you'll need custom maps. Then you can use the skirmish replacer feature of the game. Basically skirmish entities are entities that get replaced by that of the current civilisation when the game starts. This is how for example iberians start with walls. Skirmish walls are placed all around civ centers and only iberians have a matching building. The rest get nothing instead.
  12. Not if you consider -500 B.C. -1 B.C. as one timeframe. Anyway it's all pointless now. I'd be glad to have the civs for 0 A.D: Empires Besieged
  13. Probably because they didn't expect it to take that much time. Also to better represent factions not to miw too much evolutions. But as I said to someone we can work on part 2 civ now. I just have no one to do it.
  14. Hey thanks for the thorough feedback! And welcome to the forums. @Langbart did we fix it ? Should be better in the next version @wraitii made some fixes. They do not have an animation yet. @JCWasmx86
  15. Currently they inherit the builder mixin. Think of mixins as partial templates. You can remove elements from the queue by writing -building Or you can change the inheritance to not have to do that.
  16. You can but you need to release the source code if you change the engine, or point to us if you don't, and give appropriate credit.
  17. If the models have different textures, they need to be separate objects and separate DAEs. Then referenced in the actor file as props. Maybe this will help -> [TUTO] Pyrogenis Propping System - Part 1 - Adding Prop Points in Blender - YouTube
  18. It's not a bug then it's not translated because the mod doesn't provide translations.
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