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- Past hour
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I totally forgot how to export, but maybe @Stan` can help you with the file: 0.A.D_Attack_Ranged_Throw_Rock.dae
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Finally!!! The germanic tribes are here, I will enjoy playing with this faction. I just want to say thank you!
- Today
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temple_athena_nike_02.zip new ao, with downwards faces scaled down by half. I also fixed the shading issue at the top of the outer columns and closed some minor gaps
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Interesting, somehow it's working properly now, maybe it had something to do with the mods being removed from mod folder like you suggested @Stan`, Guerringuerrin had mentioned something similar in this discussion. However, When I enabled Delenda est and tried playing it, same thing happened, I disabled it, restarted the game, and it brought me back to the issue again. I will send the main log below, I cannot send a screenshot of the whole thing, so I'll copy and paste it here.
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@Lopess Nice I've been updating some mods too
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I'm updating the mod this weekend. I hope to finish soon, so it will be available for the community to use and update Mod.io. https://github.com/0ADMods/aristeia
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Sometimes when a player disconnects and then reconnects to the lobby, their rating is not assigned immediately. Because of this, when they rejoin the match, the game doesn’t recognize them as the same user who disconnected, so they end up joining as a spectator. The player just needs to wait until their rating (and the ratings of other players) are visible again in the lobby’s connected users list before rejoining the game. There are already some issues in the repository related to this behavior. For more information, see: #7185, #3686, #5320, #5634 A commonly suggested workaround to recover the rating is to host a rated 1v1 match, start it, and then end it. However, this method is not verified. It’s more likely that the rating simply gets restored after some time, independently of any action taken by the affected player.
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I've noticed that sometimes a player drops out of a match due to connection issues, and when they rejoin, they do so as a spectator. It's not frequent, but I've seen it happen a couple of times. Also, when I use windowed mode, the game freezes when I minimize and then maximize it again. I hope this helps.
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Resolving next turn pathfinding calculation
guerringuerrin replied to real_tabasco_sauce's topic in Gameplay Discussion
It’s barely noticeable, so it doesn’t really feel like a big downside compared to the improvements. IMHO, yes. -
Abolutely agree. Starcraft 1 graphics are perfection I'd say. AOE2 also cool. I tried to reduce all graphics to lowest, but it very bad, like Playstation 1 graphics and also it seems it's not better for eyes. I don't enjoy playing 0AD like that. Is there any mod to "change" models/graphics but without affecting gameplay and ability to play Multiplayer?
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Hey Stan, I just tried changing languages in the game, although I cannot see what's written, I took screenshots to find where I needed to go. I tried multiple languages and reset the game a few time to see if it worked, it did not. I did the same thing with disabling GPU skinning (it was enabled by default as you said), and switched to the Vulkan rendering option (the last one according to the screenshots), unfortunately, it also did not work. In regards to finding a font for my locale, is there a way I can do that manually? Like manually downloading and putting a specific file in one of the game's folders.
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I prefer looking at original AoE2 and AoM era graphics, as those just work for a RTS. Too much detail, and you get washed out or saturated assets that are hard to look at. Sometimes, it takes too long to recognize which structure you're looking at, which only amplifies the eye strain. Just take a look at old AoM videos. The art style was amazing for its time.
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Why isn't 0ad on Steam?
AlexHerbert replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
I arrived to this game thanks to Linux ElementaryOS App Store -
Resolving next turn pathfinding calculation
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
@wraitii had some ideas on this as well. I do think just not stopping the units as in the second video is a decent short term solution. Typically, you are not often telling your whole army to do a 180° turn compared to turns of 90° or less. And even in the case of the 180 degree turn, the effect is not really worse than before. It could go in com mod when i have time to put one together. -
AlexHerbert started following ffm_simple_colors
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Resolving next turn pathfinding calculation
Atrik replied to real_tabasco_sauce's topic in Gameplay Discussion
That's very frustrating By simply disabling pathfinder on turn 0. Best performance gain, while keeping perfect responsiveness of units Intuitive behavior when spamming clicks : units head for the direction where you clicked In MP, a player spamming clicks don't slow the game for all We could make it also even smoother maybe: Turn 0 : Pathfinder disabled Turn 1 : Raw A* pathfinder Turn > 1 : Make some pull the string passes I was planning on making a PR for something like the above but I need to make some more research and also gather stats on real game replays to have an average of the "life time" of a walk order. If a good enough portion of the walk orders are only live for a few turns, then would maybe be worth to implement progressive path refining. I hate that currently units make this hokey cross shape paths... -
If it's my monitor, it'd not be case ONLY with 0AD. Re FPS limit, I have same limit in OpenRA (another RTS) to 55 fps and I don't have any issues. Now I check FPS and it actuallyu drops way below 55, to like 15-20... Now i lowered all Graphics settings to lowest so now 0AD looks like ugly Minecraft Will see how it works for my eyes.
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Ok, I will make it a bit bigger. I think what makes the proportions odd is that I have just one floor/story, but with two levels of elevated ground. The wooden floor were the presses are placed is a little higher than the stone floor. That's why I need the ramp in front of the door. Then there are the two roofes with different elevation. As a result the bigger wing has a height of something in between a one-story-building and a two-story-building. I will figure out a way to fix it. But I don't want to loose the general layout, because it's kind of unique. Different from most of the other buildings, the olive presses are the main part and should somehow be in the middle. So it's not a closed building with props around it, but rather an "open" building with the main props right in the center.
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