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Pureon

WFG Retired
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Everything posted by Pureon

  1. Anti aliasing can be turned on in your computer's graphics card settings.
  2. If you take a look at the Mauryan female citizens in-game I think you'll be satisfied by their appearance.
  3. Nobody's been actively working on AI gameplay improvements recently and AI optimization improvements are more of a priority.
  4. Yes Both those AI's were created before phases were implemented, so they don't follow the same build restrictions that human players do. While this might sound like an advantage to the AI, they aren't able to research technologies and are therefore at a distinct disadvantage mid-late game.
  5. Please see this post for next steps related to unique civ voices. This subject seems to appear in every topic related to sound nowadays :/
  6. So just to be clear, the transition states in the peacock's current actor file aren't functional? If there's a way to make the transitions less abrupt without requiring new animations (which we don't have the time or manpower to do), that's what we should go for.
  7. Did you finish recording all the Ancient Greek phrases listed here? Last I heard you still wanted to fix some of them and had a few left to record. Link me to the final download please
  8. I believe so, yes. It's not an ideal solution because it requires so many animations. Interpolated transitions would be preferred
  9. It was committed I believe. See the peacock.xml actor file and its idle_transition, feeding_transition, and walk_feeding animation states.
  10. That's an interesting suggestion. It might not work for animations such as wheel rotations (they may interpolate the wrong way), but for skeletal movements like those above that could work sufficiently well. I don't see this as a high priority issue to fix though. I would much rather see turning circles added for siege units and ships - http://trac.wildfiregames.com/ticket/940
  11. blockdiag looks like a good solution. I agree the syntax doesn't look too complex, although I'm not sure it can handle our labyrinth of a 'tech tree'
  12. I can't think of an easy way to fix this, but the case above is caused by the deer going from an idle state to a movement state.
  13. stwf could test your changes with the latest svn somehow? It would be good to get your Sound Manager rewrite committed soon if possible.
  14. Head gear and face textures committed. Unfortunately they are textured completely in photoshop (no photos were used to create the textures), so they cannot be scaled.
  15. Thanks for working on this FeXoR. Hopefully one of the devs will be able to take a look and commit the patch soon
  16. That's not a bad idea. Until the game's performance is sufficiently improved, we should probably reduce the default random map setting to 2 players on medium
  17. As long as it serves a gameplay purpose, yes
  18. This is true. Aren't there other ways to balance the camp without reducing the garrison count though, such as making it more expensive?
  19. Yes that's definitely an option I fixed the odd face and added/corrected texture shadows to add depth to the turbans and wraps. Please note: Units will never appear at this size in-game - so don't comment on the low-res textures or blocky models
  20. Thanks guys. I'll fix the dudes face texture. On such a low poly mesh the textures get stretched in places you just don't expect.
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