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  2. In 0ad, units can attack enemy foundations which prevents them from being built. This tends to limit the use of buildings. We could also let foundation damage impact the HP of the complete building instead of affecting construction time (as in AOE2), or increase the durability of foundations for a more hybrid approach (more difficult to deny buildings, but not impossible). thoughts?
  3. https://riseofnations.fandom.com/wiki/Caravan Worth mentioning.
  4. I was about to mention this mod. Of course I use it too.
  5. I think it's not possible tho i wish it were: set trade routes that don't involve the producing building. Quite frequently I produce traders from a market but have a port further away; I would like to set that route at the market and wouldn't have to tell the traders.
  6. OpenGL might not work because of some X11/Wayland bug, outdated drivers or security reasons, like AppArmor: https://gitea.wildfiregames.com/0ad/0ad/issues/7582. To help us you try to run any other game under OpenGL (like supertuxkart).
  7. Hey, if anyone wants to help, contribute an idea, report an error, or just chat about the game, check out the Discord I just set up: https://discord.gg/zzrTtXaxW
  8. That worked! The game launched after that. Should I change some config for this to work automatically?
  9. Yeah, it does, thank you for the tip! Actually, it turned out I just had to apply the rotation while it was in the standing up position.
  10. Could you try to run the game with the following parameter? $ 0ad -conf=rendererbackend:vulkan
  11. Oh well. I might just pinch some of his code and make my own campaign.
  12. Hi! Could you attach your /home/mau/.config/0ad/logs/userreport_hwdetect.txt?
  13. I just installed the program on my desktop, tried running it; the log doesn't show any issues, the program seems to be running as I can hear the music, and a small icon appears on the taskbar, but no window opens up showing the actual game. This desktop has two graphics cards (1: NVIDIA GeForce RTX 3060, 2: NVIDIA GeForce GTX 1660). KDE plasma 6.4.5, Wayland I've tried rebooting, and changing it to run with and without "dedicated graphic card", but no dice. I have the same setup on my laptop and it worked flawlessly there. Any idea what could be the issue? Something related to the graphics cards? terminal output on running 0ad: ~$ 0ad TIMER| InitVfs: 298.262 us FILES| Main log written to '/home/mau/.config/0ad/logs/mainlog.html' FILES| Interesting log written to '/home/mau/.config/0ad/logs/interestinglog.html' TIMER| CONFIG_Init: 10.5949 ms Sound: AlcInit success, using OpenAL Soft FILES| Hardware details written to '/home/mau/.config/0ad/logs/system_info.txt' TIMER| write_sys_info: 16.3081 ms FILES| UserReport written to '/home/mau/.config/0ad/logs/userreport_hwdetect.txt' TIMER| RunHardwareDetection: 3.6851 ms TIMER| InitRenderer: 46.5932 ms TIMER| ps_console: 1.68513 ms TIMER| ps_lang_hotkeys: 999.105 us TIMER| common/modern/setup.xml: 80.378 us TIMER| common/modern/styles.xml: 57.197 us TIMER| common/modern/sprites.xml: 521.641 us TIMER| common/global.xml: 153.393 us TIMER| common/setup.xml: 88.298 us TIMER| common/sprites.xml: 163.547 us TIMER| common/styles.xml: 35.29 us TIMER| pregame/backgrounds/: 75.18 us TIMER| pregame/sprites.xml: 57.074 us TIMER| pregame/styles.xml: 11.489 us TIMER| pregame/mainmenu.xml: 20.5134 ms TIMER| common/modern/setup.xml: 70.752 us TIMER| common/modern/styles.xml: 56.116 us TIMER| common/modern/sprites.xml: 797.996 us TIMER| common/global.xml: 144.854 us TIMER| common/sprites.xml: 182.117 us TIMER| splashscreen/setup.xml: 18.885 us TIMER| splashscreen/splashscreen.xml: 6.74986 ms // at this point, the program just sits here, I can hear music but no screen comes up. tail of main log: <p>Loaded config string "view.height.min" = "16"</p> <p>Cannot find config file "config/local.cfg" - ignoring</p> <p>Loading config file "config/user.cfg"</p> <p>Loaded config string "userreport.enabledversion" = "0"</p> <p>Loaded config string "userreport.id"</p> <p>Loading config file "config/user.cfg"</p> <p>Loaded config string "userreport.enabledversion" = "0"</p> <p>Loaded config string "userreport.id"</p> <p>Shutting down profiler2 GPU mode</p> <p>Engine exited successfully on 2025-10-14 at 10:42:30 with 436 message(s), 0 error(s) and 0 warning(s).</p> interestinglog: <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.27.1) Main log (warnings and errors only)</h2> <p>Engine exited successfully on 2025-10-14 at 10:42:30 with 436 message(s), 0 error(s) and 0 warning(s).</p>
  14. I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units.
  15. Thanks for the reply Stan, Cool, yes. I agree that patches speak louder than forum discussions. Unfortunately, I don't currently have the skills (nor the time) to produce one. Truthfully, this was just a thought I had and figured I'd put it out there. Thanks for helping to coordinate development on a pretty cool game.
  16. Same reason, the cost of integrating, testing, bringing up to standards has not been undertaken.
  17. Hey, I'm Stan. I'm technically no longer the leader though. Regarding changing this gameplay mechanic aside from convincing some people you'll have to make a patch on Gitea. There are a lot of great ideas, but developper timer is scarce, and patches speak louder than words Do note however that having a patch doesn't mean it'll get merged.
  18. Hello everyone! We just branched for R28. The nightly-build tracks the state of R28 and can be used to test the new version. It is generated weekly, and you can get it using SVN. Detailed information can be found on the wiki Mock Release Bundles are also generated weekly, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here. A higher overview of the release process can be found at [RELEASE PROCESS] Release 28 The contribution work-flow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Release 28 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions. Please make sure no mods are enabled when testing the game. What should I test? While we encourage you to test everything, we expect most regressions to be related to those changes: In the match-setup a player can be removed and might interact badly with joining player or so. The size of Strongholds have been refined. The Germans have been introduced and might not be balanced well. The font rendering changed. Especially non-Latin fonts should be tested. Some parts of the game now use js-modules. We want to know whether it's still easy to mod those. There is now a 64-bit Windows and an AppImage build. What should I report? Not everything. We know about two apparent issues related to sound: #8342 #8426 Apart from that we must fix regressions (stuff that used to work, but doesn't work any-more) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multi-player OOS. How to report them is detailed in the ReportingErrors wiki page. With the weekly generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS. Happy testing!
  19. From what his previous posts said, it seems that porting the campaign isn't an easy task. BTW, I still don't know why this one hasn't been integrated in the main game, since it would have been a big - even if high maintenance - asset.
  20. Noup, I solved changing my laptop bc I wanted a Mac so long ago.
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