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niektb

WFG Retired
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Everything posted by niektb

  1. We should try and recreate the functionality from ORTS. This game engine is known for its flexibility and is used for AI research and is hack-free. https://skatgame.net/mburo/orts/
  2. Perfect, I'll implement it as soon as possible.
  3. I think I know why it's was not transparent again. I should have merged the layers before exporting it.And what about the campfire? Thanks for all your work, Stan.
  4. I think pots would better fit near the door. Looks good though. Oh, and could you create an attachpoint called "projectile"?
  5. Just wanted to share some WIP-screenshots I made this week. I was busy re-assigning stuff, and the results? Well, see for yourselves:
  6. What are you fixing? I just finished removing the offset from the texture, you should check the shields though.
  7. No, in that way you would exclude older Intel igp's. Still, I think that upgrading to a newer opengl (3.1?)is a must.
  8. No, it's in the texture. Compare the latest textures with the initial one. You'll notice an offset. I'll try to fix that today. Regarding to the props: Already a few props are in-game (e.g. campfire, barrels and props) You're off course allowed to create them yourselves, but it saves work to use the already existing props.
  9. The idea sounds good. I wonder though, if there are enough people willing to create one. Still, indeed, there are a lot of possibilities for creating self-learning (and other) AI's. Unfortunately I don't think the game is capable of running such advanced AI's. (It's already suffering from performance problems)
  10. That's strange. Did the displacement occur since the last update or was it already there? And is it only with the shield or are there other places too? This.
  11. Tweaked the roof a little as it seems to green to me:
  12. Yeah, though you should invert the normal map.
  13. Any numbers to prove an improvement? To answer your question: take a look at the wiki. Unfortunately it's down currently.
  14. Today I went through some actor folders and noticed there are some files located with ****_new. Some examples: barracks_new.xml in celt folder. dock_new etc. etc. Nothing strange so far, but when I went to the simulation templates it turned out to be that still the old buildings were used. Just wondering, but why aren't the newer actor files being used?
  15. I think I know what went wrong with all the graphics not working. It's all my fault Instead of using this material file, <material>player_trans.xml</material>This one should be used: <material>player_trans_ao_parallax_spec.xml</material>The first does not have certain effects, the second does. That should deal with the strange graphics.
  16. If you hadn't noticed yet, the sub forum is located in the Game modifications sub forum.
  17. I couldn't find any other files than the ones located at my D: drive. So yes, I can confirm that everything gets installed on the D: (in my case)
  18. As far as I know, yes. But I do not have the time to check yet, tomorrow I'll do so.
  19. It isn't a problem to run from other partitions dan C:. At least on my Win XP I've installed 0 A.D. in the D: partition and everything works fine.
  20. The game isn't installed in that directory, it's only the place where the logs are saved. It seems to be an error with SDL (right?), not really my piece.
  21. I brightened the door, let's turn to finalizing the longhouse. Some last comments on the house: Stan, could you create a (small) bar at the top of the roof running from ornament to ornament? As this is a normal house it doesn't need too much props. What I propose: - a campfire in front of the door. - some spears standing near the wall. - a log with an axe or an axe in a tree stump. - a few wooden barrels / ceramic pots next to the walls
  22. Good. Should we brighten the door's texture? If not, let's turn to the props then.
  23. Just curious, but how much time do (or did) you spend(t) at creating this map? I mean: creating this high level of detail should cost you hours and hours.
  24. You can see one in the picture above.
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