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nani

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Everything posted by nani

  1. The sharp mountains that the island has on its borders
  2. Will improve if you add proper underwater terrain and fix the edges of the middle island + add some irregularities to make it feel less synthetic. Props for the rest.
  3. An render preview of the model would be nice
  4. version 0.17.9 Fix: Game setup civ assignment: nicks with custom rating now work Updated: FXAA: using official svn 24 alpha version (should fix some problems with some cards). Kudos @vladislavbelov Sharpening shader: using official svn 24 alpha version CAS instead of current one. Kudos to @OptimusShepard Added: Game setup: unlimited resources option [command /resourcesUnlimited] Readme: read me about the mod inside 0ad [press Shift + F4 to open]
  5. nani

    Spec mod

    0ad official min resolution is 1024x720
  6. Are you by any chance running autociv mod? The FXAA post processing shader is buggy with some cards and looks just exactly as the image you show(the right one). Next version of the mod has it fixed (still not released)
  7. Interesting artwork, you seem to keep improving your mapmaking skill
  8. Can add proof of concept in autociv if wanted
  9. https://wildfiregames.com/forum/topic/24318-fgod-mod-for-0-a-d-a23-fully-compatible-with-0-a-d-players/
  10. simple, do a search for the names on the public mod to see where the heros names are defined then change
  11. given the thread has been moved can it be added to the official autociv page (https://wildfiregames.com/forum/index.php?/topic/24649-autociv-mod-0ad-enhancer/) or say it wasn't me the one who created this new thread pls ?
  12. I'm on board with disabling some "questionable helpers" for competitive rated games but I wont cripple the mod so we all have the same lower bottom minimum 0ad experience when these features could/should be in the game rather than as a mod. Just stating that these mods are trying to improve the playability not cheat.
  13. Wont deny it can be considered a cheat but I can assure you no pro player uses autotrain to win a fight, quite the contrary, having autotrain doesn't let you micromanage your resources precisely hence you eco will suffer from it. One thing they will do however is use it for the late game spamming and the very useful specific case: corrals, in fact I did add this feature because I wanted automatic corral production :P
  14. Very nice, I see you really liked the auto-assign, auto-train ones xd. As for APM I know is not very useful but i didn't find anyother way to measure the actions or what should be an action that can be measured with current code ... BTW, I don't know if you know but all the features are listed here: https://wildfiregames.com/forum/index.php?/topic/24649-autociv-mod-0ad-enhancer/
  15. portforward only helps when you are the host
  16. Mods can only execute javascript and interact with the c++ engine defined functions. Exactly, why bother with it when you would just do an new js interface function also doing it more safety
  17. https://code.wildfiregames.com/D1746
  18. 0ad engine doesn't distinguish between Z+X and X+Z, never the less, making modal hotkeys like in AOE (like you said) is possible but won't do it for this mod. cheers
  19. Yep, added an overlapping hotkey without noticing in an older version but the newer version should work fine (fixed)
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