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  3. A random map is procedurally generated by a .js file calling upon a random-map-library. A scenario or skirmish map is created in the Scenario Editor, and is static, unable to be edited. I know that it is an option in the Scenario Editor to generate a random map, then save it as a Skirmish or Scenario map, and that a few people have written random map scripts to recreate scenario and skirmish maps as random maps.
  4. Today
  5. Assuming the RC is same as release 0.28 git branch : Germans are now unplayable Stone gather rates is almost doubled compared to xml template for seemingly all units Last known bug for Germans i noticed and don't think got fixed (can't check cause can't play them): Fertility festival and loom become available in wagons after researching Migratory Resettlement. Don't think that is intentional.
  6. We don't expect mayor issues any-more. So we built a release candidate. It can be downloaded here.
  7. I've read some explanation here in the forums, and there's mouseovers where you select the map type in the game. Basically Random maps are generated procedurally while the others are of static design? I don't really know.
  8. Is there an explanation somewhere on what the different map types are and the consequences of each ? I figured out recently that it's possible to play Skirmish maps as random maps as you mention, and that they get stretched in vaguely predictable ways when one changes their size, but I still have trouble with Scenario maps - I've never been able to play them correctly.
  9. Stan you did it again! Thanks for the help. I had multiple materials. When I removed them, I proceeded to have some model encoding issues which resolved when I deleted the constraints. The error I was getting was: XmlParseEntityRef:NoName I know that is something to do with how Blender set up the XML data in the DAE itself, but idk. Deleting the constraints worked... Anyway, thank you very much for your help, the model is showing up in game!!
  10. See https://gitea.wildfiregames.com/0ad/0ad/wiki/ExportingErrors Either you have loose vertices or multiple materials, and neither are supported.
  11. Stan`

    Erechtheion

    Transparency should work in baking. You're right about variation, though
  12. Sure, but the trees are transparencies and have random heights.
  13. Hey, I was trying to import a model from a different game into 0 AD. I joined all of the mesh parts together, scaled it to the 0 AD armature, weight painted, and then exported to Collada. First error I ran into was the "Multiple Polysets" error. To remedy this, I clicked on the mesh and then selected export selected only. Then I got a "No Objects in Scene" error. I am wondering if I did something wrong or formatted it incorrectly. I know that you are supposed to remove the light and camera from the scene, but anything else, I have no idea... I would really appreciate some help from you guys Here is the scene for reference:
  14. Yesterday
  15. Can you test since I gave you some extra rights ?
  16. No, pointing to my fork. Pushing did not work while configured to the main repository. I did try first without changing the config, to test if the gitea update changed something and after that i changed the setting and did the same commands again.
  17. Oh nice i already tested it before u added me , the git lfs pull 0ad-base main worked without errors. (unix fashion no complaint is all right)
  18. I've added you to https://gitea.wildfiregames.com/org/0ad/teams/contributors can you try again with the main repo as lfs ?
  19. @Stan` Thx for the quick response. Tried it today again, now it works if i set the url to my fork. fetching and pulling from the 0ad-main repository is working.
  20. [SOLUTION] My solution was to use ~/snap/0ad/657/.local/share/0ad/mods and I renamed all my variables from petra to felixbot. Here is my branch ~/snap/0ad/657/.local/share/0ad/mods ├── FelixBot │ ├── FELIXBOT.zip │ ├── mod.json Thank you !
  21. Just to check you could make the lfs point to your fork instead.
  22. I installed a mod in ~/snap/0ad/657/.local/share/0ad/mods/<name>. Then it was detected automatically when launching the game and I enabled it via the mod settings in the UI. I am running Ubuntu 24.04 and installed 0ad via snap.
  23. My bad, the @manowar config tip for lfs works for me, I also had to run git remote remove origin
  24. Ah! I missed that thread. I have a similar problem (still today). Can't update my fork. ssh -T git@gitea.wildfiregames.comSSH Says hi, but then it ask me for https authentication in a loop. No error, nothing, just keep asking credentials. I've tried a lot of different things as I though I was doing something wrong but no success here yet.
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