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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I'm with you, ffffffffffffff's suggestion is rather superfluous. Rather, I'd like it if a "Random" player's civ is not knowable until you've scouted them first. That seems like one of those little details that would be nice -- that the civ would show as "Unknown" in the diplomacy windows until one of their units or buildings comes into your vision range.
  2. The whole diplomacy screen needs redesigned, along with how tribute is sent.
  3. Try this. Set gpuskinning = false in local.cfg Load a game. Set prefer glsl in the game options. Make sure everything works good. Exit the game. Now go back to local.cfg and set gpuskinning = true Now boot up the game again and load another match and see if it loads past 100%.
  4. @stanislas69 For some reason, helmet actor hele_su3 doesn't show the variations correctly. It only shows the pilos variants. Same with su2, it only shows the Chalcidean variations. NINJA EDIT: I found out the problem. All the helmet variants have a frequency of 100. lmao. You need to understand that the frequency tag is a ratio. I've seen in other files where if you have 3 variations, you give them frequencies of 33 in order to get a number close to 100. This is unnecessary. In that case, just have all variations set to 1, so it's a ratio of 1:1:1. 33:33:33 works but is unnecessary. Same with the helmet variant files: a frequency of "1" works just as well as "100" because within the variant file there are no other frequencies against which to ratio. Actually "1" works best in the variant file because the helmet actor loads the variant and if it has 100 then it gives that variant the frequency of 100 against the other helmet variants. I tested it and setting the frequency to "1" in the variant files works. Attached are the amended variant files. hele_helms_ratio_fixed_1_1_201.zip
  5. Agreed with @wackyserious. Too much of the brow shows. @stanislas69, it would also be cool if there was a "high crest" variation like this:
  6. I think even Sundiata will approve of how the butt squeezes.
  7. My take on the Blemmye camel rider. Please ignore the new Roman female texture. They also need a new shield mesh for that notched hide shield shown in many Beja photos. Also, new head meshes or "hair helmet" meshes with that distinctive hair style the Beja have: Would also be nice to have an assortment of North African and Middle Eastern turbans for various units. The Nabataean Camel Archer, Arabic Skirmisher, maybe an Elite Blemmeye Camel Raider or just a variation thereof.
  8. Looks like some of the rider animations, at least the idles, work well enough for the camel. The camel mesh itself could use some serious updating.
  9. Best to just use normal arrows for those variants for now until a nomadic faction is added if folks are worried about such things.
  10. Also, Xiongu arrows need committed for the nomad variants, apparently.
  11. Well, it shouldn't affect any of your mod files, so if it screws up the installation you can always just reinstall A22.
  12. Hmm, not sure if this is worth the change and/or added complexity. Seems just very simple to use the actors as we have been, but I will take your word for it if it makes things easier for you.
  13. Yep. I have never ever ran out of wood on any map in this game. Losing a few dozen trees isn't going to be a big deal as far as resources or even "depriving" your enemy of resources. There are eleventy billion trees on every map. And there are any number of ways to deal with that too, as alluded.
  14. No, only when once building them. Also, use your imagination. You can either use groves for "forests", ala DE, that cannot be built on, and then allow straggler [i.e. individual] trees to be built on/removed. Or..... you can put a max number of destructible trees for each building [probably determine it by obstruction size of each building], so that if you hover a Barracks over, say, 3 trees it allows you to place the foundation, while if there are 4 or more trees it denies you. That way you can't just plop it right down in the middle of a forest.
  15. I haven't looked at how "helmet variant" files work yet. Got a quick explanation?
  16. Yes, please. And please do it with a template tag so I can turn it off for other things.
  17. You mean we should write a book based on 0 A.D.?
  18. Changing the position of the map resize is a very much desired Atlas feature. There is a patch on Trac.
  19. Easy: Crossbow Academy A crossbow pointed upwards, kind of like an upside down anchor. Sword Academy 2 crossed swords Spear Academy 2 crossed spears
  20. Maybe the first time? I don't think the learning curve would be all that bad to be honest. Are people confused by Carthage?
  21. I don't see how it's any more complex than the standard schema. It's just different.
  22. How about instead of the Han Chinese having Barracks, Archery Range, Stable, and Workshop, they have Academies, which group units by weapon type, as such: Crossbow Academy Is a bit more expensive than the others, but the crossbowmen train faster and have low health. Good for massing. Crossbow Infantry Crossbow Cavalry Crossbow Siege, aka Shoushe, unlocked in City Phase with a Ballistics tech Sword Academy Sword Infantry Sword Cavalry Spear Academy Spear Infantry Spear Cavalry Archery Academy Optional Bow Infantry Bow Cavalry Siege Tower is built at the Fortress, or we figure out a way to make the Siege Tower buildable by units.
  23. Thanks for bringing this up. That's 98 destructs and foundations, a big task, but minus 20, for 78 total new meshes/actors. Again, a tall order, but I think once someone has done a few, they'll get an efficient workflow going and bang out the last three quarters rather quickly. Don't forget the game needs more scaffolds too, but those can be rather modular and easy to put together once the individual props are built. Just need a new artist to come along, as the current ones are rather busy: @LordGood is on buildings [workshops, stables, ranges], @stanislas69 is working on getting the new horses integrated into the actors and reviewing other artists' work and looking to improve props, like helmets and weapons, while @Alexandermb is working on animations. I am just a hanger 'round making new unit portraits for cavalry based on Alexander's new horse and I have meager Blender skillz. This foundations/destruct modeling task would be a good one for a bounty, since it's so large but tedious. @Itms
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