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    • Thanks for all the work on this, @victorcrimea. I'll try to test this on Windows soon.
    • Cool stuff! Did you make the models or did you take them from somewhere?
    • 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?
    • 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. 
    • 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.
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