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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. 52 minutes ago, Imarok said:

    Is that in any way important?

    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.

    • Like 7
  2. 45 minutes ago, gameboy said:

    @stanislas69 Yes, I've already enabled GLSL, and my computer supports the preferred GLSL.            When I cancel the choice of preferred GLSL in the game options, then enter the game game to crash, but I have set up preferglsl = true in default.cfg.            Why is the game crash?                 

    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%.

  3. @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.

    screenshot1462.thumb.jpg.54457d518d6c52c6170f03144707fa6b.jpg

     

    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.  :D

    I tested it and setting the frequency to "1" in the variant files works.

    screenshot1463.thumb.jpg.0d0a87575c95f671be5d5587c1f6b172.jpg

     

    Attached are the amended variant files.

     

     

     

    hele_helms_ratio_fixed_1_1_201.zip

  4. My take on the Blemmye camel rider. Please ignore the new Roman female texture. ;)

     

     

    screenshot1456.jpg

    kush_merc_cavalry_1.png.61dc761015f8fb15cdf4302ae85cfaa3.png

    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:

     

    Spoiler

    IMG_9812.JPG

     

    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.

    Spoiler

    454595da9ab9d11538051283a2d1d86f.jpg

     

    • Like 2
    • Thanks 2
  5. 28 minutes ago, Alexandermb said:

    I apologize, i have forgot those, they weren't supposed to be included in the public unless everyone approves the nomad variant as seen in the xiongnu topic before i didn't wanted to fill the public folder with files that weren't be used.

    Best to just use normal arrows for those variants for now until a nomadic faction is added if folks are worried about such things.

  6. 55 minutes ago, stanislas69 said:

    Basically I'm using inheritance from variants to avoid duplication for helmets so I can have single helmets and multiple object props with minimal lines of code

    Worth to be noted if you mix up the order of frequency and name attributes in the actor it won't work.

    Variant files can also inherit each other which is great for things like helmet with added complexity.

    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. :)

  7. 2 minutes ago, Stratego said:

    only trees

    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. 

    • Like 2
  8. 10 hours ago, elexis said:

    So we can flatten an entire forest by placing foundations and deleting them?

    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.

    • Like 1
    • Thanks 1
  9. 6 hours ago, The Undying Nephalim said:

    I've got another small question, in Atlas when you increase the map size is it possible to base the size change on the center of the map? At the moment it only seems to stretch out the right side of the map

    Changing the position of the map resize is a very much desired Atlas feature. There is a patch on Trac.

  10. 31 minutes ago, LordGood said:

    Same concept of separated troop training buildings, just a different organization. You'll need all new icons if you want to avoid lasting confusion though, that might be a pain in the butt.

    Easy:

    Crossbow Academy

    • A crossbow pointed upwards, kind of like an upside down anchor.

    Sword Academy

    • 2 crossed swords

    Spear Academy

    • 2 crossed spears
    • Like 1
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