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  3. I like the idea of an outpost building with a small amount of territory, also the weak phase 2 ram. I also kinda wish there were some champion units and fortresses in phase 2, but maybe that's too much.
  4. Are mercenaries worth using? I feel like they cost too much metal to be worth it; that needs to be saved for champions.
  5. I use it regularly. I've changed hotkeys so z is select idle, x is select wounded, c is call to arms, and v is capture building. All my favorite hotkeys there on the bottom left of the keyboard.
  6. only one I found that is CC0 and at least has some similarity with Nike is this one: https://open.smk.dk/en/artwork/image/KAS1604?q=*&page=5&filters=has_3d_file%3Atrue
  7. Would it be possible to make it so buildings can only be captured if they are half damaged or more? I think that would be good for gameplay. I avoid building towers now in multiplayer because it's too easy for enemies to capture them and too hard to get them back.
  8. 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.
  9. Possibly. I also wonder if there is a free model we could use as a basis.
  10. Yesterday
  11. 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
  12. 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.
  13. Sounds like it warrants a regression ticket
  14. 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.
  15. Created https://gitea.wildfiregames.com/0ad/0ad/pulls/8548
  16. 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;
  17. 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.
  18. After some discussions on Discord it would seem his armature was corrupted.
  19. 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
  20. 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.
  21. How can I, a literal noob player help in testing? call me spiffing indian cus I love exploiting bugs
  22. Last week
  23. 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/
  24. 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...
  25. It is prop-weapon_R. I am using the 0 AD armature so it is all there already
  26. 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.
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