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Posts posted by wowgetoffyourcellphone
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And iron.
ugh...
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Did you hear that? Something happened, didn't it?
(More seriously: r16276. Small resolutions aren't supported yet, and that will not be fixed for A18. Apart from that try to break it and report back, else have fun with it.)
And again a huge thank you to s0600204 for both creating it and letting us merge it!
nEAT! Works with the base game pretty good. Doesn't work with my mod for a reason I dont know:
WARNING: Unknown reqs operator: class
WARNING: Unknown reqs operator: number
WARNING: Unknown reqs operator: class
WARNING: Unknown reqs operator: number
WARNING: JavaScript warning: gui/structree/structree.js line 167 reference to undefined property g_ParsedData.phases[prod]
ERROR: JavaScript error: gui/structree/structree.js line 167 TypeError: g_ParsedData.phases[prod] is undefined selectCiv@gui/structree/structree.js:167:5 __eventhandler88 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:2 __eventhandler59 (press)@menuStrucTreeButton press:2:8
ERROR: GUI page 'page_structree.xml': Failed to call init() function
Engine exited successfully on 2015-02-07 at 01:03:44 with 321 message(s), 2 error(s) and 5 warning(s).
Is maybe because my mod has a pair for Town phase.
Some suggestion to make this great feature even better:
1. Call it the Game Library and make it one part of a bigger in-game manuel. Or Civilization Tree (for now, because it is all the game has) instead of "structure tree."
2. Launch this screen from the little 'i' icon in game setup insytead of using the old layout. I am starting to think the civ json files need to be extrended or streamline.
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Little problem i found, all footmen of the ptol need either metal or stone to be produced. This might be a big disadvantage in some situation. On the counter, they've always been considered OP couse of the archers , wich cost wood and iron and spawn fast. Dunno if the whole thing can be considered balanced.
Ptol pikeman costs food and wood, right?
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Good video. Not that long. A lot of 0ad videos go for much longer times.
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Does not happen when match is set to explored.
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@WGOYC did you compile ?
Using autobuild. No one can confirm this happens to them?
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About the prop/decal thing I don't know what you are talking about, I have zero knowledge about graphics. My changes shouldn't have any impact on the issue as far as I understand it.
It look like z-fighting as someone said. As if there are two decals fighting to be rendered,
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@wowgetoffyourcellphone: And this could not be the distance fog or something else that's meant to be?
Happens even if distance fog is off.
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Every building or only one ?
Under all buildings. Fields. Under stone mines. All decals.
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Can you post a screenshot and system-info ?
Screenshot wont help, since it is static. but what happen is the decals get lighter and darker when camera zoom or move.
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And decals still act weird
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The flicker is due to the fact that the decals overlay.
The mirage and the entity?
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Also problem with ghost buildings staying there after being destroyed (problem with fogging.js and mirages?). And ground decals flicker when zzom in and out (looks like specular map is turning off and on?).
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(Also there are issues now with atlas and some problem with actor editor,it crashes a lot, but these might be different problem)
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Found interesting thing:
http://socialblade.com/youtube/user/play0adShows potential income for 0 A.D. youtube page.
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The current limit is good enough.
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The current units do not have the transition and look much better when firing (they do not swing their leg around). The idle animation should be adjusted then so that the attack does not need to have this strainbge leg looping effect. Or have the two types of idle: Idle and Ready as was discussed in some topics previous.
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Well it's looping, if you consider this is a stationnary archer it's weird. Now you need to have your legs like that to have the most power, (The more you draw the string the more it will go far)
I just mean that an archer who is shooting many arrows in a row would not need to move his leg around like that.
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Why his leg keep moving back and forth? I try this standing up and feel and look awkward.
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Hi. Is there a way I can disable sheeps from walking around once they are garrusoned on a prop point?
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How is this cvoming along lepper?
https://i.imgur.com/fwmoyhu.jpg -
The carry meat animantion is actually one of the good ones to me. Looks like a nice biig Auroch steak. The meat cutting is good too.
overall I think the mining, chopping, running, and walking need the most work. The mining and chopping just doesnt look natural to me, like she is an 80 year old pensioner with sciatica in her back.
Alpha 18 Name Suggestions
in General Discussion
Posted
It is a "performance update" because team has stopped adding features.