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  3. Also bad normals will do that. You can try to use "Reset Normals" in blender.
  4. Fixed again. Each time @Grautvornix updates their post it triggers the antispam @feneur set up...
  5. In the meantime would it be acceptable for WFG to host one of those dedicated servers ? I'll see if I can try on macOS. Some ideas on top of my head: - Would be nice to have an ansible or docker setup for it so one can create it with all the needed dependencies. - Would also be nice since I assume you set up your own lobby to test to provide a mod that allows switching lobbies. It will split the player base though.
  6. Awesome work @victorcrimea! However, everybody please keep in mind, that we don't allow third-party bots in the official multiplayer lobby, so to use this dedicated server, please either use the direct connection option or a separately hosted multiplayer lobby. Ultimately it'd be great to have such functionality integrated into 0ad itself, so players don't have to go through additional hops to use it.
  7. UPDATE: 0.6.0 The nonSupportRatio setting has been added to adjust the game's difficulty level. When set to 0.5, the bot will recruit 50% of all the PLAYER's non-Support units. So, if the player has 100 units, the bot will recruit only 50. nonSupportRatio = 0.55(Petra Red)
  8. I downloaded it from Sketchfab, reduced the polygon count, separated the parts, and animated it. Those are the steps to follow if you want to do something similar.
  9. Maybe a bit juicier than the average talk about ancient historians. And "ship 17" was mentioned, so totally archeology.
  10. @Stan` solved it for me, I was having the same issue with that same thread yesterday. EDIT: I'm having that issue again right now!
  11. https://wildfiregames.com/forum/topic/169808-map-making-support-and-conversion-tool-post-atlas/ For whatever reason I seem unable to access this thread:
  12. Yesterday
  13. Here is the latest version 1.6.0 (the topmost post of this thread goes often locked when I add a new version) CHANGELOG.md README.md post-atlas-1.6.0.zip CREDITS.md
  14. Thanks @Asher for your kind offer! Possibly if you could test the conversion of old maps (pmp version 5 or so). I am currently preparing another version 1.6.0 of post-Atlas that includes (1) the capability to randomly turn trees so they look less uniform as implemented by @vladislavbelov as a standalone Python script in https://wildfiregames.com/forum/topic/109382-atlas-scenario-editor-random-facing-direction-for-trees-on-placement/ (2) when converting an old map where there are units and other elements that cannot be anymore found (due to renaming, regrouping etc.) off er choosing an alternate elemetn from the currently available lsit.
  15. Is there any specific feature you want me to test, @Grautvornix?
  16. Thanks for all the work on this, @victorcrimea. I'll try to test this on Windows soon.
  17. Cool stuff! Did you make the models or did you take them from somewhere?
  18. The shininess is defined by the spec map, and it should be dark where the hay roof is uv-mapped. Maybe you are using different materials in the .xml actor files and in some cases spec map is not taken into account and in some cases it is?
  19. I needed dedicated server for 0ad and I built it: Veredus is an unofficial dedicated server for 0 A.D. and it's out now. No player hosts the match, so it keeps going when someone leaves or has a bad connection(with a timeout). Dropped players get their slot back when they reconnect, and matches carry on after a server restart or killed. Players join with vanilla 0.28 game. An optional companion, the "sidecar", runs AI opponents on the server, lets players rejoin without asking state from player, and records results and replays. The server is free and open source. Code and setup instructions here: https://github.com/victorcrimea/veredus I only have Linux, so I'd really like to hear from anyone who can try it on Windows or macOS: does the server start, can players connect, and does the sidecar build and run? Please post bug reports, suggestions and questions here or as a GitHub issue. Veredus is not affiliated with Wildfire Games. Basically any feedback is welcome.
  20. There are some structures and vegetation where the lighting appears inverted; I’ve tried fixing this in Blender—since the texture is the same, the issue seems to lie with the meshes themselves. I’m not sure if it’s a global lighting issue or actually a problem with the structure meshes. They all have normals, secondary channels, and AO maps, all set to well-controlled levels.
  21. looks like there is a fall tournament starting..... this weekend. I can not say to much, not having discort just having viewed the notice in the lobby.
  22. Claude sucks at aerodynamics then. The "paddle" sides of the blades have to point backward. I advise you to check sources besides AI (surely there are videos of the MH-60L or similar models spooling up/down). He knows! He's a fan of my apparently inconcise observations. He reads all of them You mean changing the MH-60L name? Since that seems to designate Black Hawks, like in this game, which also shows the correct tail rotor spin, as can be seen at 00:35:
  23. Thanks, but it's a Seahawk, and I'll end up changing the weapon's name as well.
  24. That’s a thing of beauty; I can't wait to use some air-to-air missiles against those Black Hawks.
  25. Thanks a lot, I should look into this more closely, I followed Claude's instructions. Also, how does it relate to @Atrik?
  26. Very nice! But I'll have to, according to @Atrik, gigantically troll you (never my intention really, I just happen to be like this ) and point out that the tail rotor is spinning in the wrong way, not just because vectors would be inverted when compared to the main rotor (although maybe some models designed are like that?) but because of the blades themselves, they are rotating backwards (careful when you see them in a video already spinning, as we all know, things that spin fast can seem to spin the other way).
  27. Please check your direct messages.
  28. Can you send whatever code you used to make that, or is it built in to 0ad already?
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