Stan` Posted April 14, 2019 Report Share Posted April 14, 2019 On 14/04/2019 at 12:14 AM, wowgetoffyourcellphone said: The current DL size of 0 A.D. is not onerous at all. Expand Well people still paying for internet in MB disagree... I want to make a small launcher for 0AD on windows and or other platforms to only update up till last svn or a specific revision A bit like a mmo launcher. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 14, 2019 Report Share Posted April 14, 2019 (edited) I like the updater idea. It would mostly make this discussion moot. Lol. Back on topic, just commit already. Lol Edited April 14, 2019 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 14, 2019 Author Report Share Posted April 14, 2019 On 14/04/2019 at 4:44 PM, wowgetoffyourcellphone said: Back on topic, just commit already. Lol Expand @stanislas69 should i ? Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 14, 2019 Report Share Posted April 14, 2019 On 14/04/2019 at 7:48 PM, Alexandermb said: @stanislas69 should i ? Expand Well if you triple checked it made sure you are not missing any file and figured out how to assign them to every soldier without unseeded files and removing the Celt old units I guess yes. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 28, 2019 Author Report Share Posted April 28, 2019 Included gaul carthaginian mercenaries on mod BUT, moved the actors from "Cart" folder to "Gaul" folder if its okay for all, i mean, its unnecesary to have a gaulish actor in carthaginian folder even't if its a mercenary, we should keep consistency with the unit faction/homeland, we never know what the future have for us for that faction or those mercenaries. Reveal hidden contents 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 28, 2019 Report Share Posted April 28, 2019 On 28/04/2019 at 12:03 AM, Alexandermb said: if its okay for all Expand I agree with that. 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 28, 2019 Report Share Posted April 28, 2019 I guess I don't care either way. I mean, your reasoning is pretty thin (they are units trained by the Carthaginian faction after all; should there be a folder for every single ethnicity found in the game? Maybe, maybe not), but doesn't really affect me much. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 28, 2019 Report Share Posted April 28, 2019 On 28/04/2019 at 9:41 PM, wowgetoffyourcellphone said: I guess I don't care either way. I mean, your reasoning is pretty thin (they are units trained by the Carthaginian faction after all; should there be a folder for every single ethnicity found in the game? Maybe, maybe not), but doesn't really affect me much. Expand mercenary folder for everyone? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 28, 2019 Report Share Posted April 28, 2019 On 28/04/2019 at 9:56 PM, Lion.Kanzen said: mercenary folder for everyone? Expand I have a mercenary folder for the units trained only from the merc camps, yeah. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 29, 2019 Author Report Share Posted April 29, 2019 If the infantry has "carthaginian" distinctive assets it could be in the "cart" folder, otherwise its a purely gaul citizen wich also is included in genava design document (Two birds in a single shoot). Theres a mod for thracian faction and there is thracian merc too, so that merc's will end being citizen of thracia faction, handling the actors in batch is easier when the whole faction is gathered in a folder instead of spread in "celt - brit - gaul - cart". Actors should be included in the factions folder Only if it has faction distinctive assets and history. ie: X slave infantry that never was used as military in his homeland. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 29, 2019 Report Share Posted April 29, 2019 On 29/04/2019 at 12:08 AM, Alexandermb said: If the infantry has "carthaginian" distinctive assets it could be in the "cart" folder, otherwise its a purely gaul citizen wich also is included in genava design document (Two birds in a single shoot). Theres a mod for thracian faction and there is thracian merc too, so that merc's will end being citizen of thracia faction, handling the actors in batch is easier when the whole faction is gathered in a folder instead of spread in "celt - brit - gaul - cart". Actors should be included in the factions folder Only if it has faction distinctive assets and history. ie: X slave infantry that never was used as military in his homeland. Expand Well, obviously if both templates are using the same Gallic actor then that actor would probably best be situated in the /gauls folder. But if it's an actor used exclusively for the Carthaginians I'm not sure if it doesn't make more sense to keep it in the Carthaginians folder. If we say that actors should go into the folder of their ethnicity (I don't necessarily disagree), then you might need more folders. Doesn't seem like a simplification to me. Again, I don't care much, but it seems like a change for sake of change and not some tangible improvement. Quote Link to comment Share on other sites More sharing options...
Nescio Posted April 29, 2019 Report Share Posted April 29, 2019 On 28/04/2019 at 12:03 AM, Alexandermb said: Included gaul carthaginian mercenaries on mod BUT, moved the actors from "Cart" folder to "Gaul" folder if its okay for all, i mean, its unnecesary to have a gaulish actor in carthaginian folder even't if its a mercenary, we should keep consistency with the unit faction/homeland, we never know what the future have for us for that faction or those mercenaries. Expand Keeping only one version of identical actors makes sense; less duplication. You might want to have a look at Carthage's Iberian mercenaries too; currently it's a bit inconsistent: simulation/templates/units/ – Actor cart_cavalry_swordsman_gaul_b.xml – celts/ cart_cavalry_swordsman_iber_b.xml – carthaginians/ cart_infantry_javelinist_iber_b.xml – iberians/ cart_infantry_slinger_iber_b.xml – carthaginians/ cart_infantry_swordsman_gaul_b.xml – carthaginians/ 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted May 10, 2019 Author Report Share Posted May 10, 2019 @Genava55 any advice to replace round shields on celtic buildings ? Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 10, 2019 Report Share Posted May 10, 2019 On 10/05/2019 at 12:20 PM, Alexandermb said: @Genava55 any advice to replace round shields on celtic buildings ? Reveal hidden contents Expand I was thinking using the javelinist shields Also, they should be props from now on. Quote Link to comment Share on other sites More sharing options...
Genava55 Posted May 10, 2019 Report Share Posted May 10, 2019 On 10/05/2019 at 12:20 PM, Alexandermb said: any advice to replace round shields on celtic buildings ? Expand Another shield is good enough. Both Gauls and Britons have their own shields now, even medium ones. The others possibilities are symbols painted and wooden figures, animal and human heads, weapons (spears notably) etc. It is up to the artists because nothing is really settled on this matter. There are evidence for painted walls. There are evidences for wooden figures against walls (as in Manching), for human heads and weapons as trophee. But the context is lacking. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 10, 2019 Report Share Posted May 10, 2019 @Alexandermb New gaul barracks with your shields 6 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 2, 2019 Author Report Share Posted August 2, 2019 Baked with the iron texture i used for hellenic helmets + an extra normal bump on normal maps for add damage: Reveal hidden contents 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 3, 2019 Author Report Share Posted August 3, 2019 Added Brass and Gold variant for future faction shields upate: Reveal hidden contents Also added more Bright and Contrast to the actual iron: Reveal hidden contents Before props texture: Reveal hidden contents 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 3, 2019 Report Share Posted August 3, 2019 Perhaps an overlay layer for the new shields you guys are making should have some hack damge. Something like this (which was used to make other shields in the game): These shields you make look awesome, but the wood parts are in pristine condition (and the middle part has damage): 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 3, 2019 Author Report Share Posted August 3, 2019 On 03/08/2019 at 8:42 AM, Enrique said: Perhaps an overlay layer for the new shields you guys are making should have some hack damge. These shields you make look awesome, but the wood parts are in pristine condition (and the middle part has damage) Expand I want to add damage to shields but in the procedural materials i wasn't able to get that damaged creases. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 3, 2019 Author Report Share Posted August 3, 2019 Round shields aren't accurate @Genava55 so they don't even work as "LOD" should they be deleted? @Stan` Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 3, 2019 Author Report Share Posted August 3, 2019 Reveal hidden contents 3 Quote Link to comment Share on other sites More sharing options...
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