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ModernGUI now have integrated most of @nani and @Seleucids autociv's functionalities. I always wanted to add the following : A command to save and load game presets in gamesetup Now possible. For example : set all your mainland balanced TG settings; do /save mainland TG; /default mainland TG => When you open a host you always have this preset. Reminder the full list of commands (with the one of autociv) always available when you type /help When using selection hotkeys, you sometimes want to NOT select a specific group of units. For example all cavs BUT NOT the ones you are using for corrals, or infs but NOT the ones mining and defending home CC. You now have a setting to define a range of control groups that will be ignored by selection hotkeys.
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I wasnt asking you to check zips i distribute, i was trying to see if you could figure out why getting it from git wasn't as simple as it used to be
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Hi, awesome work!! I love the foliage, it looks really nice :) I also like your workflow, offers more possibilities than handpainting like some of the old models. 0 A.D. uses .dae files, which is not supported by blender since version 5 anymore. I will figure it how to exports your models and make a mod for it, so we can see how it looks ingame. Until then, some things that came to my mind on a first glance: 1. Faces are shown in 0 A.D. only from one side. By activating backface culling or face orientation in the top right corner in the viewport you can see which face would be seen from each perspective. If you want to show faces from both side, you'd have to duplicate it, move it a little and flip the normal (Alt-N). 2. Everything should use just one texture. So ideally the tree trunk should be somewhere on the foliage texture too. 3. All meshes in 0 A.D. usually expand a little below ground for uneven terrain. I couldn't reproduce the problem with the normals, looks fine on my pc. For an olive orchard would be cool to display some black olives (the fruits) on it, so the player can harvest them similar to the berry bushes. But that's a gameplay decision I'll leave to someone else :D
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I cannot check all zips you distribute. If you clone (or download) your repo, you'll have the correct file structure. On a side note this situation is NOT an isolated instance of troubles caused by compatibility check doing things that seems outside of its scope. The folder name, or the file structure shouldn't be taken into account for compatibility check. The mod.json should contain the only data used to determine compatibility, any other additional rule is likely just going to create pain for modders.
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