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Pureon

WFG Retired
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Everything posted by Pureon

  1. I've sent Brian my PSD file and some other info. Here's the layout we're going with for the central panel: At the moment we're just going to focus on getting the layout in place, and then once that's done work on creating the emblems and other textures/backgrounds (if needed)
  2. AA was probably on. I can't be sure.
  3. Like historic_bruno and others have said, my preference would be to stick to the center layout for now.
  4. The portrait can't stick out that far left, it covers too much of the left panel - see market barter buttons.
  5. We will not be releasing the Mauryan civ in 4-5 weeks, it will need a lot longer than that. Progress with architecture hasn't really got much further than this: And it wouldn't be a Mauryan civ without elephants, and those need to be completely redesigned and animated which will take a long time. We are looking for an experienced Blender skeletal animator to help us out.
  6. Excellent work Brian - works very well! The unit portrait covers the bartering buttons, so that will need tweaking
  7. My thinking is we should add Hard difficulty cheating AIs as soon as possible (even if the difference between the non-cheating bot is just a resource multiplier). Otherwise users will start looking for a challenge elsewhere.
  8. Brian, here's the 'panel_middle.png' texture file for the GUI layout - it should just replace the existing one, everything's in the right place. Let me know what else you need.
  9. Try adding this line into a local.cfg file: nohwcursor = true Here's more information about creating the local config file: http://trac.wildfiregames.com/wiki/Manual_Settings
  10. Would the sprite use a dds alpha channel similar to player colour on units? I will supply that file if and when it's needed. Brian do you have Photoshop?
  11. Nice work myconid, we're all glad you know what you're doing
  12. Thanks again to everyone that's helped out: Time to ask Brian whether any of this is possible?
  13. Please add dashinvain to the Art team 'Jubalbraca' should be 'Jubalbarca' Also we can remove the '*Creator of Jubot - Changeset 9309' and '*Creator of qBot' lines since the section titles already suggest that. (The AI specific sections might not even be needed at all, since we don't distinguish other programming features in this way) Thanks gudo!
  14. Hover over the unit's icon to see armor and attack stats, as well as other useful stats such as range, LOS, number of kills etc. This way these secondary stats are all in one place, and don't clutter the GUI unnecessarily.
  15. Thanks to the guys on IRC who helped out: It's not final, but hopefully it satisfies some of the concerns people had
  16. Looks great! Why don't you experiment to see if you can export from Bryce and open the file in Blender? Do you use UV mapping in Bryce?
  17. To keep it simple Battle music could play after a set number of units have been killed within a minute (maybe 20+). Battle music could end when the battle track ends - even if the battle continues afterwards or nothing is happening - and then back to a generic track. For animal attacks or smaller skirmishes I'd like to see a visual 'ping' on the minimap to show where the action is taking place. Hearing a special sound each time a unit is attacked may be frustrating, so a visual sign may be better. We should have a keyboard shortcut that shows you where your units are attacking/being attacked - just like we have the idle villager command.
  18. Welcome to the community Esp
  19. Thanks guys, very helpful! Here's an update of where I am so far: Textures and meshes are all experimental and nothing is final! So don't judge me on my modeling skills just yet
  20. The Elven set is stunning We are planning to have campaign maps - take a look here I can't remember if you tried to export a collada file from Bryce and import it into 0 A.D.?
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