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  3. I am also having this issue: 0AD 27 Ubuntu 24.04 snap and/or official ppa version I am having the impression that, when started with the Gnome application search (hitting the windows key, typing 0ad, starting the app), the game sees a screen slightly smaller when it starts, which would explain why the mouse is shifted. Sometimes I am able to fix the issue by starting it several times, but also sometimes not.
  4. Possibly. I also wonder if there is a free model we could use as a basis.
  5. Yesterday
  6. nifa

    Erechtheion

    These are the artefacts that I wanted to get rid of. The face at the nose was too small so it didn't bake there and just appeared black. In the first version I just moved it in the uv layout, but it still wasn't clean. So now I used an island margin of 0.001 instead of 0.004, then scaled up the uv islands of the caryatids, and packed again. This time nature is included. I also imported the cypress. The bake worked in blender but somehow it doesn't show in atlas: Also the bake of the climbing plants highlights the edges a little too much: So these are the old and the new ao now: I've attached the new version with the updated meshes, ao map and the nature actor file. I don't think it's much of a difference, only the caryatids faces are a little cleaner. I don't really see an impact from the inclusion of the cypresses, maybe it's got to do something with the materials? I'm not sure if I'm using the right ones. About the island margin, as long as I don't want to scale further down, I don't need a higher margin, or do I? 2117024587_erechtheion0_28.3.zip
  7. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
  8. Sounds like it warrants a regression ticket
  9. A small annoyance is also the inability to close console with the associated hotkey if it's printable character. Comparing with a27 it did work there.
  10. Created https://gitea.wildfiregames.com/0ad/0ad/pulls/8548
  11. I have tested the AppImage When i tried to launch atlas i got this Message in the logs I found this DllLoader: dlopen(libAtlasUI.so) failed: libAtlasUI.so: cannot open shared object file: No such file or directory; dlopen(libAtlasUI_dbg.so) failed: libAtlasUI_dbg.so: cannot open shared object file: No such file or directory;
  12. After a discord discussion there are some other options possible, such as tweaking build restrictions. In this case though, it would not be possible to change the passability class number restrictions without touching C++ code.
  13. After some discussions on Discord it would seem his armature was corrupted.
  14. Go to https://releases.wildfiregames.com/rc/ and download the RC0 for your system (Windows: win64 ; macOS: aarch if M1, x86_64 if Intel ; or Linux: AppImage). Install and play
  15. Just check the link https://releases.wildfiregames.com/rc/ , download for your os, now linux have a appimage so you don't need to do anything fancy. RIP you, market got fixed, you'll need to find another exploit.
  16. How can I, a literal noob player help in testing? call me spiffing indian cus I love exploiting bugs
  17. Last week
  18. If you're exporting it the right way blender will tell you that you exported 2 objects, so prop points are counted there. Other than that, no idea, sry. Maybe you'll find something in here: https://wildfiregames.com/forum/topic/19739-prop-points-guide-and-faq/
  19. There is already a point that is a child of the armature (the source object) called prop-weapon_R. Just in case I made a new empty and parented it to the right hand, yet still no luck... The strange part is that the backpack works, but not the carrying basket. When the unit gathers a resource, the axe/pickaxe/whatever does not work but the whicker basket on their back does. Also, it does not show them carrying anything to their side but their arms are clearly doing so...
  20. It is prop-weapon_R. I am using the 0 AD armature so it is all there already
  21. Is the child of the bone named “prop-weapon_R” or just “weapon_R”? I occasionally get this error, usually because I misspelled the name of the prop point.
  22. Thanks! I will. Right now I'm noticing that formations got much worse in r28. They were already very buggy before, so these new bugs will really be frustrating. I'll try help on this first as it might still be time for bug fixs for r28.
  23. It isn't witchcraft. You've done much already (creating the fork, clone, branch, and finally the PR) and I'm confident you'll figure out the rest too as we move along. Then I suggest that you create the PR.
  24. When exporting, select the prop point empty first and then the parent object while holding Ctrl
  25. I used the the "biped_meshes_and_animations" armature and weight painted. The model was working fine in-game with the female citizen animations but when the model tried to mine or gather, this error came up. I took a look inside blender and their was a "prop-weapon_R" as a child of the "hand" bone. I then checked the DAE in my code editor and found 6 uses of "weapon_R". Then I checked a vanilla female worker and the uses were the same... You guys know any reason that this error is coming up, and how to fix it?
  26. I assume you mean that the civ is set to random by default?
  27. My official and only suggestion for R29's title is "Caryatid."
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