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Everything posted by m7600

  1. There is no 100% purely capitalist country in the world, if only for the simple reason that roads, fire departments, city halls and police stations are public institutions. There is no such thing as a private city hall or a system of private roads. Not even the most pro-capitalist mainstream economists would go so far as to suggest that roads should be private. It would be so impractical, from every conceivable standpoint, that one would have to be a complete lunatic to advocate for something like that. In other words, every single country in the world has some degree of "socialism" to i
  2. @Lopess Angra são palavras maiores, cara! \m/ Do you know this one?
  3. Yes, indeed. Here's a great band from your country:
  4. I'm not a professional programmer either. On Ubuntu I usually use GDB to get stack backtrace, I think it runs on Windows too. It's pretty reliable. But then again, you know more about this than I do : P
  5. I believe that access violation writing such as that one are sometimes caused by a null pointer that was dereferenced, but I could be wrong.
  6. @Stan` could you take a look at this updated version when (and if) you have the time? mace_wonder_new.blend
  7. Thanks @Stan`! I'll try to fix it this weekend. I feel the same way about the veranda, I don't think it's necessary.
  8. Granted, calling it "syntax" changes is somewhat unconventional, but I refuse to use the term "code changes" when speaking about a markup language like XML. Anyways, here's a great example provided by @Lopess: https://github.com/0ADMods/African-civs/pull/1/files When I first started working on that mod, I followed the style of A23 for the XML files. Notice all of the changes that Lopess made in all of the relevant lines. That's what you need to do with your mod in order to make it work in the new Alphas.
  9. That is indeed the problem. There were syntax changes in the XML files for example, from A23 to A24, and probably more in A25. As @nwtour correctly pointed out, check the file names, and also the paths. Check the syntax of the JS files, and also the syntax of the XML files. I can guarantee you that you will have to do the later in the case of several of the actor files.
  10. Well, the console is quite clear, it's telling you which JavaScript files and even which lines you should check. Is the mod compatible with A24? Open the files that it's telling you and check the syntax.
  11. I don't think that a merely verbal dispute can resolve an issue such as this one. The course of action that I would suggest is that you make a mod with these and any other features that you like, and then let the players decide which version they prefer: yours or the vanilla one. If they prefer yours, then that will help your argument tremendously, and your changes would probably get incorporated into the main game. This being said, I don't think that the majority of people want to get rid of chickens, or making the berries stand out, but I could be wrong.
  12. But at the same time, I feel like they shouldn't stick out like a sore thumb. They are made to scale, directly proportional to the size of the units. And they're already stretching that, since they are quite big. Making them even bigger would turn them into velociraptors.
  13. I do. And I'm not alone on this one either. Most of the art related lag is not due to the berries, but to the unit props such as shields and helmets. If you want to improve performance by simplifying the art, you should focus on the unit props. There's already some code that's being worked on for a switchable LOD option, @Stan` knows more about this than I do. But berries are definitely not the problem.
  14. Absolutely. I much prefer the AoE style bushes instead of a single gigantic berry.
  15. I am very unlikely to be holding any sort of conversation on the 0 A.D. multiplayer chat. I prefer to join the IRC style chat instead.
  16. Historically? No idea. For the game, maybe get a trickle of food over time.
  17. I have an account at the lobby, and sometimes I join just to see what people are talking about. I'm proud to say that I've never played a multiplayer game of 0 AD, and I intend to keep it that way (because it amuses me to have a multiplayer account and no games played). I prefer to spend my free time making 3D models for the game. But that's what's great about this project, you have a variety of options that cater to different tastes: you can be a lobby player, or a developer, or a city builder in Atlas, or a 2D/3D artist, etc. I prefer to get my multiplayer experiences elsewhere, such as
  18. And not everyone plays this game simply for the sake of power gaming or number crunching. Some of us just like to build pretty cities in sandbox mode, or in the Atlas Editor.
  19. I've worked on some other models (other civs) that didn't get added to the game, and I'm cool with that. If they're not good enough either from a historical or artistic point of view, then I'll just have to get better. I think it's fun to add new civs. You can always remove them in a later alpha or patch if they seriously break the game, but I don't think they will.
  20. For the helmet it's the same technique. Make it in 2D, front view, and then apply it as a texture to the 3D model.
  21. For this to work better, it's best to draw and paint the face from the front view, and optionally from the sides as well. Doing this with a 3/4 view is trickier, but it can be done. Here I've done a quick example in just a few minutes, so it doesn't look great, but if you put in more time, the texture will look smoother than what I did. example_2.zip
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