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  2. Thanks for all the work on this, @victorcrimea. I'll try to test this on Windows soon.
  3. Today
  4. Cool stuff! Did you make the models or did you take them from somewhere?
  5. 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?
  6. 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.
  7. 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.
  8. 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.
  9. 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:
  10. Thanks, but it's a Seahawk, and I'll end up changing the weapon's name as well.
  11. That’s a thing of beauty; I can't wait to use some air-to-air missiles against those Black Hawks.
  12. Thanks a lot, I should look into this more closely, I followed Claude's instructions. Also, how does it relate to @Atrik?
  13. 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).
  14. Please check your direct messages.
  15. Can you send whatever code you used to make that, or is it built in to 0ad already?
  16. For the footprints, you need the following: Image: A PNG with a transparent background depicting a single footprint or a pair. It is best to create 2–3 identical versions with varying opacities (dark, light, very light) to create a fading effect. Actor: Use a `<decal>` so the image adheres to the ground. The decal size should match the footprint size. Each opacity level from step 1 constitutes a variant. Template: A visual-only entity (parented to `special` or `actor`) that references the actor from step 2. Code (executed every simulation tick): Track the distance the unit has traveled. Place a footprint every time a full step is taken (approximately 0.7–1 m), rotated to align with the direction of movement. Alternate between left and right by slightly offsetting the footprint's horizontal position. Create the footprint using `Engine.AddLocalEntity`: the footprint exists only on the local machine, is not network-synchronized, and does not affect the simulation. Set a timer to switch to a more transparent variant, then delete the footprint after a few seconds.
  17. Turning a fairy tale into reality, humanity has taken to the skies in 0 A.D. (apologies if someone has already done this). Drawing inspiration from World in Conflict, I am adding more realistic helicopter movement, though the takeoff/landing key is my own idea, as World in Conflict required rappelling to disembark. Recording 2026-09-24 231717.mp4
  18. How did you get the track marks to work? I’d love to get footprints and stuff like that for HC. Is it built into the model somehow?
  19. Maybe you already know, there is this wiki https://gitea.wildfiregames.com/0ad/0ad/wiki which includes a "For modders:" section.
  20. I think this is still an issue, which is weird since you have other roofs that don't look like that. Maybe it would be better to modify those to obtain the more "polished" version, than to try to tune down those looking like metal.
  21. Ah right this might be a tough one to do. Terrain modifications would be op though. The first thing I thought you wanted to do is some kind of model representing the crater. But even this my have a whole bunch of challenge to get along with too...
  22. I’ve only thought about the craters but haven’t actually done it nor do I know how and as for the aura, I haven’t tried it with anything yet. Craters, I mean actual holes, like those created by the terrain tools in Atlas.
  23. For this the projectile can probably spawn an entity (the crater) with an aura (slow units in the crater), have you tried that? What would cause performance issue?
  24. I used to think about the craters left by explosions since, to me, they serve as a measure of firepower, but it seems they would cause issues for performance and gameplay.
  25. In the code there is a TODO comment that hints that terrain bonuses already existed in 0AD, but got removed .
  26. Thank you, I'll keep that in mind. I have a type of rocket launcher that can fire anywhere within range, you can simply click on any point, and it will fire regardless of whether there is an enemy there or not. I really like the small details, like applied forces or weather conditions, that you and others are experimenting with. I hope someone does something with water and terrain as well.
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