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Channel screen/intro help with Blender
cloudmuji replied to Phalanx's topic in Introductions & Off-Topic Discussion
hello: i am new here -
Gitea ssh-key problems
Atrik replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
My bad, the @manowar config tip for lfs works for me, I also had to run git remote remove origin -
cloudmuji joined the community
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Gitea ssh-key problems
Atrik replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
Ah! I missed that thread. I have a similar problem (still today). Can't update my fork. ssh -T git@gitea.wildfiregames.comSSH Says hi, but then it ask me for https authentication in a loop. No error, nothing, just keep asking credentials. I've tried a lot of different things as I though I was doing something wrong but no success here yet. -
Gitea ssh-key problems
Stan` replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
@Itms updated Gitea yesterday could you try again @Cayleb-Ordo -
Yeah it's old news now.
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Usually when baking you should import the actual model.
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hht.services joined the community
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The messages are dated 2022, but I wasn't sure if anyone had noticed this. Sorry if I'm late.
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Again? @Stan` @Itms
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Hey, someone is/was selling 0 A.D. on Steam! There are tons of comments on how someone posted 0 A.D. and is charging for it. Is this old news? Or does someone need to solve this? Here is a link to the page: https://steamcommunity.com/app/2158440.
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How to Load a Local Mod in 0 AD (Snap Version)
Perzival12 replied to lilypoppy's topic in General Discussion
Your mod is incompatible because you need to set a version that it runs in. For example: “requires”: [0.27.0]. This should fix your problem. I modded Petra a few months ago, here are some tips: before you do anything to it, use Find and Replace to replace anything that says PETRA with FELIX, and anything that says petra or petrabot with felix or felixbot. Then, start messing around by changing numbers and values. - Yesterday
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How to Load a Local Mod in 0 AD (Snap Version)
lilypoppy replied to lilypoppy's topic in General Discussion
Sorry, I hadn’t noticed the Development & Technical section. -
lilypoppy started following How to Load a Local Mod in 0 AD (Snap Version)
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How to Load a Local Mod in 0 AD (Snap Version)
lilypoppy replied to lilypoppy's topic in General Discussion
To continue, here are my tests /home/felix/snap/0ad/657/.config/0ad/mods/public/FelixBot/ ├── mod.json └── simulation/ └── ai/ └── felixbot.js mod.json (minimal valid example): { "name": "FelixBot", "title": "Felix-bot", "version": "1.0", "description": "Custom AI bot for 0 AD by Félix", "author": "Félix", "requires": [] } snap run 0ad -- -mod=public -mod=FelixBot TIMER| InitVfs: 332.118 us FILES| Main log written to '/home/felix/snap/0ad/657/.config/0ad/logs/mainlog.html' FILES| Interesting log written to '/home/felix/snap/0ad/657/.config/0ad/logs/interestinglog.html' TIMER| CONFIG_Init: 2.54065 ms Sound: AlcInit success, using OpenAL Soft FILES| Hardware details written to '/home/felix/snap/0ad/657/.config/0ad/logs/system_info.txt' TIMER| write_sys_info: 16.674 ms FILES| UserReport written to '/home/felix/snap/0ad/657/.config/0ad/logs/userreport_hwdetect.txt' TIMER| RunHardwareDetection: 6.27691 ms TIMER| InitRenderer: 48.9268 ms TIMER| ps_console: 2.4843 ms TIMER| ps_lang_hotkeys: 1.28745 ms TIMER| pregame/mainmenu.xml: 73.157 us TIMER| common/modern/setup.xml: 114.106 us TIMER| common/modern/styles.xml: 125.51 us TIMER| common/modern/sprites.xml: 860.851 us TIMER| modmod/styles.xml: 32.384 us TIMER| modmod/modmod.xml: 10.4945 ms TIMER| common/modern/setup.xml: 101.322 us TIMER| common/modern/styles.xml: 133.014 us TIMER| common/modern/sprites.xml: 880.314 us TIMER| modmod/styles.xml: 30.226 us TIMER| incompatible_mods/incompatible_mods.xml: 843.469 us TIMER| shutdown Renderer: 351.773 us TIMER| shutdown SDL: 8.589 ms TIMER| shutdown UserReporter: 4.32417 ms TIMER| shutdown ConfigDB: 76.396 us TIMER| resource modules: 231.48 ms TIMER TOTALS (7 clients) -
lilypoppy joined the community
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Hey! I’m diving into making my own AI bot and want to start by copying the Petra bot, then renaming it so I can experiment with it. The catch? I’m running 0 AD via Snap on Linux, so paths are a bit tricky. I’ve tried putting my mod in ~/snap/0ad/657/.config/0ad/mods/public/, but the game doesn’t detect it. Anyone here worked with local mods on Snap? How do you launch the game with a custom mod using -mod or other tricks so it actually loads? Also, any tips for safely copying Petra’s bot to start tinkering would be awesome. Really appreciate any help—I just want to play with bot AI!
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Age of Empires 2 Definitive Edition
Genava55 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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nani started following Thoughts on adding a second modding language Lua (luajit)
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General Modding Help Thread
wowgetoffyourcellphone replied to Perzival12's topic in Game Modification
I did nothing special, except use SpawnEntityonDeath, so it must've been subtly broke at that time. At the time I showed off the feature, nobody said, hey wait a minute that shouldn't work! Lol -
For AO, reducing from 2048 to 1024 doesn't introduce too many artifacts. Imagine how big the structure is on screen for 99% of a match. It'll probably take up not much more than 256^2 on a typical 1080p monitor at any given time, so a 1024 AO map is most likely adequate. For the trees, it might be cool to put a dummy object there when baking to simulate the presence of the average sized or smallest size cypress that goes there, but that step is up to you.
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If you start the campaign automatically there might be a way to force gamesettings.
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Well it needs to be checked. Usually the least textures the better. They don't need it but it doesn't hurt to try. Also you might get away by tweaking the UV2 to give more space to some stuff.
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Yeah, the civ is set permanently, but normally when you start a match, you pick an AI. However, my map is for a campaign I am making, where you start the campaign and the level starts automatically, so there is no place where the player picks an AI. So, rather than use TriggerHelper to handhold the AI and decide it’s every move, I want to specify an AI and just let it play.
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Well if you have questions do not hesitate Mmh if the map type is scenario and assuming it's correctly set in the XML you shouldn't be able to change it but I'm not sure. Maybe it only applies to civs.
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Hey, on a different topic, how do I force an AI in a scenario or campaign? I set an AI (Petra bot) and added an AI seed, but it still doesn’t work.
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Yeah, I have no idea how to do that. I’m not much of a Java coder. My attempts at reverse engineering code succeed about 1/3 of the time.
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Well you could add it (copy the code) to a modded component and do some stuff on death. With a list of tokens (templates)
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