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  3. I have similar problem "Error (The authentication mechanisms the server offered are not supported or no authentication mechanisms were available)"
  4. Latest iteration is better. Cost should be the first priority, then the explanation. Enlarged icon might not be necessary, but I am not a UI designer.
  5. Documents folder and keep going, place the mod inside mods folder
  6. Hi, I followed the path from this post: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/)
  7. Hello there, I'd like to apologise in advance for being too lazy to find my sign-in for my 0 A.D. account, but I was hoping to get some help on a problem I've been having. I installed 0 A.D. on the following path -> G:\0 A.D. alpha and I'm trying to get a mod to show in the 0 A.D. mod selector. What folder should I manually put the mod in? Do I need to make a separate folder for it? I already have a 0 A.D. installion on my main drive with a potentially conflicting mod in there, hence it's on the G drive. Here's a screenie for what's currently there: The mod is Hyrule Conquest: Revival. Kind regards, Odysseus
  8. 27 whitout IK's will manage to bake those actions whitout IK'S 4 ik legs (Maind and poles) 1 Ik Head also will try to bake the leg as a front render with a mesh to avoid blurry diff
  9. And is it possible to merge it with the other simultaneous thread? (Maybe not). The opposite happens to me... icons and numbers give me the vibe, a bunch of text boggs me down. Besides, in the text the numbers are written down also. Yes please. And simple ship ramming animations
  10. Yes, but with textiles I didn't mean the product, but the natural resources you gather to almost inevitably end with textiles, so I used it like an easy to understand category. Maybe the correct name should be (natural) fiber. Also, for some types of food, like wheat, you have to plant, grow, sow, and process it to get bread and beer. Those are manufactured goods, and invented ten, maybe hundreds, of thousands of years after the simplest clothing, as was the process to separate the gathered ores from metals, although yes, they are not "manufactured" since they existed all along.
  11. Since it's a bake you might use more uvspace like old textures. But it's pretty nice work. Still many bones 30 so we will have to use the lod actors.
  12. Textiles indeed comprise an important part of ancient (and contemporary) societies, and adding them to the game would enrich it for sure, but please note it is a manufactured good and not a resource.
  13. All that I think is one of the most important things to solve right now in the realm of stuff that can be off putting for new players. I agree with your edit later on: to show icons instead of text (and hovering on them would show the text), not only looks nicer but after a while one will interpret all that information much faster, which should be the point.
  14. My absolute focus on Gitea is to get what I would think of features for the game to feel great. We should get formations actually useful, add some effects like knockbacks, charges, and other discrete unit abilities. It's almost sad to have a game with elephants that anything can get in it's way, when it actually should be the battle line breaker for example. I have my own preferences about how tooltips should be, I like them to be here for you to get any piece of info about how the game works a player would want to know. Each element can provide important insights for decision making. For example here is a tooltip I like for building capture bar: I don't count neither how many tooltips (there are literally hundreds) that I reworked over... multiple times... I don't want to exhaust scarce reviewer time and own on it at the moment, because it's often very subjective as for what's best, so easily a time sink. And the UI can anyway be modded anyway, like you do in DE too. So for the time being that would be a pass for me.
  15. Run looks good. I think when animals walk though their legs get fully extended.
  16. This is definitely a good solution. As a writer, I just hate having no full-stop at all.
  17. Perhaps I'm necro-posting here, but I've always preferred cleaner in-game UIs without numbers everywhere. I'm a vibe player and don't drill down on numbers too much, especially when the game is real-time and fast-paced like 0 A.D. is. In single player, one can read read read to one's heart's content, but in the heat of battle I really don't want numbers bogging me down--only the performance and abilities of my troops matters. What they are good at. Who they counter. What they don't counter. What counters them. In the Unit Viewer we can pack as much information as possible, but in-game, I'd personally prefer minimal, which is what the current layout, more or less, provides. I have my own quibbles with the current UI layout, but those are mostly with the popups -- the unit viewer, the tooltips, the diplomacy screen, etc, which can all be vastly improved. Here I've been (for the 70th time) working through some tooltip layouts: We could definitely post more threads on the various UI topics and I'm more than willing to mock things up. It would be nice @Atrik if with your skills you'd be willing to mock up some working examples from what we discuss. It's something I think we could start to transition to Gitea with @Vantha and others. I think it's high time we actually, truly improve the UI in these areas. Add some real polish if we're ever to put this game out to the wider world on a platform like Steam.
  18. @Asher, My advice is to download a mod from Github, for example, and get it running. Analyze the mod's files closely (I recommend using VS Code or something similar). Start with something simple, (Create a new unit, or change the name and icon of a civilization) with this you can find most of the errors by reading the logs.The manuals are a good starting point, but that doesn't negate the fact that the best approach is to modify existing mods to achieve a greater goal. Believe me, the learning curve is quite steep.
  19. will do adjustment's to idle ones. UPDATE: Texture variants baked:
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