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Trinketos

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Posts posted by Trinketos

  1. 26 minutes ago, dmouse said:

    Explico lo que hice:

    En el mod hay muchos de los templates base que tiene 0ad por defecto y estan desactualizados, lo ideal seria crear unos templates propios que extiendan de los originales para no tener que esta actualizando los del mod constantemente.

    Los archivos dentro de maps/random tambien los tuve que quitar por que causan conflictos con los originales.

    Los archivos de session.js y session.xml pasa lo mismo.

    Actualice los paths para que todos cumplan con la nueva estructura de carpeta y he simulado varios juego, ya son jugables los Zapotecas y los Toltecas.

    Falta agregar el nuevo edicio de "arsenal" a las civs, ya lo hice para los zapo y tolt

    Has aqui mi reporte joaquin

    (perdon por los acentos, no lo tengo en el teclado :()

    Te tendría que dar permisos para poder hacer commits a el mod.

    lo del agua

    ModdingResources – Wildfire Games

  2. 50 minutes ago, dmouse said:

    Hello guys, i'm new in the forum and in the game :)

    I'm very interesting in contribute at the game, I started to contribute in the terramagna mod updating the paths  and updating reference to base units/structures, etc. I just waiting for review.

    I'm from Puebla, Mexico and I loved if I can help to improve the mexican civs :P

    I have a friend, she can help to create more building or units I just know how can we start to contribute in our end?

    Otro poblano en el foro(eso es bueno) :v

    ¿Tu eres el que me mando un correo?

    • Thanks 1
  3. 3 hours ago, Mr.lie said:

    I'm not sure whether or not you mean this:

    Ich habe die *.fbx datei dieses Models in blender importiert, dann nach Material getrennt. Ist dies die UV-Map die Du meinst? Ich habe auf dem Bild alles markiert und nicht die einzelnen Objecte.

    grafik.thumb.png.2ffd4b93be8bb69ca74ee6037852f317.png

    The UV need to be inside of that square.

    • Like 1
    • Thanks 1
  4. On 13/12/2020 at 4:44 AM, Nescio said:

    It's not about the amount of work, but whether it is meaningful. So if written Spanish in Argentine or Chile is really different from written Spanish in Spain, then yes, continue maintaining them, and add variants for Bolivia, Peru, etc. as well. But if in practice all such translations would be the same, then what's the point of having them?

    Again, common speech is irrelevant in this case, what matters for translations of 0 A.D. is the written language.

    The first part is easy:

      Reveal hidden contents

    368189311_0.thumb.png.e1c6d3f4c702f3c20885bf0014a56284.png

    untranslated.thumb.png.1e5bde2bffc6e64da71a79d43fd7ca0d.png

     

    oh i see.

  5. On 8/30/2020 at 10:42 PM, ChronA said:

    I think you need to do a quick experiment as a sanity check (I know I did). Place two non allied Mauryan spear infantry. Observe that their spears are about the same height as them (2 meters). Now have them fight, and observe that their spears only just touch each other with the butt conveniently right near the center of the attacking model. Thus the separation of the two units must be 2 meters (call it 2.5 or even 3 since the target's  body has some thickness and he is leaning forward). Now check the xml and you will find that the spearman's range is set at 4.5 game meters. What happened to the extra 1.5 to 2 meters?

    Also observe that the footprint of the spearman is is set as a circle with radius 1.5 meters, meaning it should have a diameter of 3 meters. However the spearman is visibly much taller than the circle is wide, meaning his height is at least 3 meters.

    I assumed this was a deliberate decision on the part of the dev team. If it is not then you have some major revisions to do. (And please don't tell me melee and footprints use different distance units from range attacks, because that would be insanity and I would need to uninstall 0AD on principle.)

    In blender the units have 2 mts tall.

    • Like 1
  6. 53 minutes ago, ChronA said:

    The use of 9.81 for <gravity> in vanilla Zero AD is inappropriate because the in-game unit-models are depicted at about a 2:1 scale. (I.e. human units are drawn as being approximately 4 meters tall in-game!) Therefore, a gravitational acceleration of 9.81 m/s^2 at 2:1 scale works out as only 4.905 m/s^s relative to the human characters on screen. A more appropriate quantity would be 19.62, but since the scaling factor is just a very imprecise approximation anyway (personally) I would just put it at a nice round 20.0.

    The scale of the units is 2 meters

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