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Must have XXIII(23) Ken Wood Linux only
NewWorldHero replied to NewWorldHero's topic in Help & Feedback
Wow. I most certainly appreciate all the work and responses in this post. Thank you. But I feel like Im back to square 1 (start) and dont know what I should try that will actually work. -The Debian Bullseye is just that isnt it? Using Bullseye to compile and try and get a working .deb that will work in Mint 22.2. But Mint (the cinnamon version I use) is Ubuntu. Why wouldnt you use a Live USB of 22.2 that is Ubuntu based? - I still dont get why I cant get Wildfire to merely state WHERE the original Ken Wood v23 is that was uploaded to the Mint repositories already in a complied .deb format. If I run these commands in the terminal it will install the latest v. 0AD only apt-get update apt-get install 0ad - Yesterday
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Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
I checked the python repo and it picked my interest. Particularly headless option you mentioned would be very useful. I have question regarding this cmd: pyrogenesis --rl-interface=0.0.0.0:6000 --autostart-nonvisual --mod=rl-scenarios --mod=public Is there any api documentation regarding how to communicate with this interface? I.e. what should you send to this port to execute some part of the game (assuming I understand this interface correctly, sorry I didn't have much time to examine python scripts in detail..). In my case what I needed would be to actually load given map remotely, and save this map after period of time. -
Happy and prosperous new year to all of you!
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Tutorial incorrectly references "vegetables" - no such resource type exists
Vantha replied to ffm2's topic in Bug reports
My idea is to place each tip in one category of each, e.g. the siege tower tip in "Medium" & "Military". That way the number of tips per combination stays relatively small and will hopefully make it easier to find specific tips or browse in an area that you're interested in. An index for all tips would be nice to have indeed, and some basic search functionality too. But that'll be more work. -
The de-facto standard these days is GLTF.
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I( wonder then, if we were so inclined, what format would we go to then? Why is Collada dropped? Its XML formatting seems really handy.
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Engine.GetSimRate/SetSimRate from JS script
Vantha replied to CulturedCait's topic in Scenario Design/Map making
All clear now? (it would be possible to run the game headlessly (with no rendering) and to force it to execute turns a quickly as it can) -
najevi joined the community
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yeager started following Swedish translation complete
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Thank you Stan. All looks amazing. Still doing some minor fixes here and there but overall, very nice! Added some screenshots here https://www.danielnylander.se/2025/12/30/uppdatering-av-0-a-d/
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While I'm here: luiskeys111 left the game while in a losing position last night. This was a bit after a 30 minute pause, as well. commands.txt
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Apparently a repeat offender, jojolapra left the game instead of resigning as I was capturing buildings and demolishing them. commands.txt
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Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
Nope. Very interesting. This would be precisely what I'm looking for. Thank you. -
Happy New year guys
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Bonne année 2026!
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Feliz ano novo a todos! Muita paz saúde e prosperidade!
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@ffm2 I assume Arch has the latest Blender which deprecated (removed?) the DAE import and export because they no longer wanna support this. This means 0 A.D. is probably the last big open source project to use the Collada format. I haven't checked if the settings allows you to restore it; Doing a bit of 3D printing myself, NIFA is right, unless you get a way to get the normal map details from the textures, your models will look very bland, and they clearly are not meant for printing, because of their non manifold nature.
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Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
Have you seen -> https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingStartedReinforcementLearning -
Build instructions for A28
Stan` replied to Seleucids's topic in Game Development & Technical Discussion
The Vulkan renderer is on by default, for the shaders, you can either compile them yourself (which is a bit annoying) or you can use the script to download the current built ones https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/tools/spirv/get-nightly-shaders.sh (on Linux) -
Build instructions for A28
Seleucids replied to Seleucids's topic in Game Development & Technical Discussion
Another question: how can we compile and use the Vulkan renderer on the main branch of gitea? -
You could use this for import: I think you might have to modify the meshes though, because the game meshes are often just "flat planes" and they need some thickness for printing. Also keep in mind that a lot of the details is stored in a normal map. I think there is a way to turn the normal map into geometry via nodes editor.
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Build instructions for A28
hyperion replied to Seleucids's topic in Game Development & Technical Discussion
Don't use cargo but install the distribution package instead. -
Gurken Khan started following Happy New Year!
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Hope 2026 will be good for us all.
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I looked a bit in to it. The files are stored as .dae files. You should learn how to convert them to .stl so you can do it yourself and chose which model you like. Blender can export to stl and here is the wiki for blender. However I couldn't import it easy in blender since import .dae wasn't listed (arch linux) and I couldn't solve it in a reasonable time (tried searching addons inside blender, packages in the arch repo and chatGPT). I found this: https://docs.blender.org/manual/en/4.5/files/import_export/collada.html But it was a bit tl;dr at one time. I could load the models in FreeCAD which can also convert it to stl. Your slicer then should be able to scale the unit up or down. Tbh. there might be nicer models to print on thingyverse or so which take in to account that arms/arrows aren't so thin so they don't break. But converting the 0ad models shouldn't be too hard and also feasable. Other question that comes up: What's 0ad's plan if .dae support ends?
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@Stan`
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Itms started following Build instructions for A28
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Build instructions for A28
Itms replied to Seleucids's topic in Game Development & Technical Discussion
The update to the build instructions is planned, but it will only be done for the release, not before. Right now, users are still downloading 27.1 from the website. Thanks for the reminder anyway! -
In order to build A28 on a Linux system, after installing the dependencies, it's necessary to use cargo to install the cbindgen module. This wasn't specified on the build instructions page of gitea but you would encounter mach build errors if you don't install cbindgen. You must execute this command before building the libraries. cargo install cbindgen Please can someone update the build wiki on gitea thanks.
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