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  1. Than you alot guys I set graphic to opengl Then disabled gpu skinning Then restarted 0ad The problem is solved
    5 points
  2. (Hoje falarei na minha lingua natal), Fico extremamente feliz em ver até aonde o 0a.d. está chegando, e como essa comunidade por mais que não seja do tamanho que esse projeto merece já muito significativa, um jogo que creio que em cada um dos membros atualmente ativos marcou de alguma forma profunda, essa é a magia do RTS no final das contas, depois que você entra nesse mundo impossível sair. Nota pessoal: Lembro de jogar o Alpha 19 ou o 20 quando minha filha ainda não havia nascido, foi incrível ver um Rts tão bom e gratuito em uma época em que não sobrava nenhum centavo no bolso... Hoje em dia minha filha com 7 anos já fica do meu lado vendo eu "criando cidade" com ela diz. Obrigado equipe da Wildfire Games!!!
    5 points
  3. Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 27: “Agni”, the twenty-seventh and last alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the Hindu god of fire Agni (pronounced: /ˈɐgnɪ/). Trailers YouTube: PeerTube: Easy download and install Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Don’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always feel free to reach out to us for assistance. Moving away from the Alpha label Before presenting you with the new features of this new release, we would like to officially announce that this will be the latest version labeled Alpha. We have already updated the versioning scheme (this version being 0.27.0) and we will progressively stop using the Alpha label altogether up to the next release, which will be Release 28. Two decades ago, at the beginning of the development of the game, and with the subsequent open-sourcing, a traditional software release life cycle was envisioned. 0 A.D. would go through Alpha releases while features would be implemented, then some Beta releases where all features would be present but needing some more polish, up to a final Gold release of 0 A.D. Empires Ascendant. Years later, 0 A.D. is polished in many aspects, sometimes more so than some released professional strategy games, but not feature-complete. Moreover, it is unlikely that a final release will mean the end of the development: we wish to keep maintaining the game, bringing you technical improvements and adaptation to new hardware and operating systems. The initial Alpha-Beta-Release plan does not seem relevant anymore. In parallel, it looks like the gaming industry has also followed this path. Games now usually start in Early Access and may stay in this state for a few years while gathering a large community. The most successful early accesses are quite polished, without incapacitant bugs, but do miss a few planned features. It seems that this trend matches with our latest releases, so we will go with the flow. We hope to be seen, with the Early Access label, on mainstream gaming platforms, in one of our next releases. As usual, for the next alpha release, we welcome fan suggestions for words relating to the ancient world beginning with the letter B. This will serve as a compensation for the Beta label which will not be stapled to any future release as we would have thought! Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC). Top new features of Alpha 27 Vulkan Renderer Multiplayer Savegames Tips & Tricks Page Naval Overhaul Observer Flares New random maps: Foothills, Migration, Coast Range; New skirmish map: Isthmus of Corinth; and updated skirmish maps: Watering Holes, Sporades Islands New and updated art New maps The release features new maps on which to build and fight. The new skirmish map Isthmus of Corinth, displaying the famous location in Greece, features a rich land and seas stocked with fish. Mercenary Camps can be found as well as large Metal Mine deposits... but also pirate ships and brigands, as war-torn Greece is not without its share of dangers. Three new random maps will bring you challenges in ever-changing environments. The Foothills map features rolling hills and no obstructions to the vision range of your armies. The Coast Range is a strip of land between the sea and the resource-rich mountains, balanced for team battles. Lastly, the Migration map will have you starting in a small island: you will have to take your share of the resources of the larger central island if you wish to dominate your enemies. These maps were also added to the "Demo campaign - new maps". Engine Improvements The main feature of this release is the addition of a Vulkan backend to the Pyrogenesis engine. Vulkan is the next-generation open standard API for 3D graphics and computing, aiming, among numerous advantages, to offer higher performance and more efficient CPU and GPU usage compared to the older APIs by providing a considerably lower-level API for the application than theirs. Vulkan should make the performance of the game more stable and predictable. In some cases even faster, but only in some cases as we currently use it in a single thread. Upscaling/Downscaling support with FSR The new Resolution scale option, also called AMD FSR (FidelityFX Super Resolution) allows one to render the game at a higher resolution (eg. if you have a Full HD screen it could render the game at 4K), allowing for sharper visuals an better graphics at the expense of performance. You can also render at a lower resolution and then upscale the result, to reduce the graphical load and increase performance. GPU Skinning The new GPU Skinning config option allows you to delegate model skinning to your GPU, using shaders, instead of using your CPU for this operation. This is considerably faster and can bring you a performance boost of 10 to 20 more FPS. GPU Skinning also allows animated meshes such as elephants to make use of normal maps, improving the visual quality of models: Multiplayer Savegame As with single-player games, it's now possible to save and resume multiplayer games. When loading a savegame from the lobby or from the "Multiplayer" submenu you are led to the "Match Setup" page. There, you can assign yourself and other clients to player slots. Note that the AIs are fixed: it's not possible to take over a slot where an AI was, and it's not possible to let an AI take over a slot from a client. With this feature it is possible to try out a different strategy in a specific situation, to resume a game days later if you live a busy life, or to replace kicked or absent players for a rebalance of the teams. SpiderMonkey upgrades Throughout the release cycle, we have upgraded the SpiderMonkey JavaScript engine from version 78 to version 115. The various upgrades bring bugfixes, new features, and build support for more recent Python and C++ versions. The new SpiderMonkey versions also bring us new performance tooling which will allow us to identify and address more performance bottlenecks in the engine/scripts interface. Support for JS Promises Modders can now use Promises and async/await features when writing GUI or simulation code. The support has been introduced to make it easier to handle results from GUI child pages, but the feature can be used for other purposes. Fix lobby TLS connection on Windows With earlier versions of 0 A.D., it wasn't possible to connect to the multiplayer lobby while having TLS enabled on Windows. As that's the default, players had to find and disable the "TLS encryption" option in the settings and disable it, before being able to connect to the multiplayer lobby. This has been fixed now, so all players can now enjoy the benefits of TLS-encrypted connections with the multiplayer lobby. Other library upgrades and fixes Many other libraries were updated to bring security and usability fixes to 0 A.D. GUI Tips & Tricks page Our contributor Vantha has implemented a browsable Tips & Tricks page, accessible through the main menu. There, you will find all the tips that can be seen in the game loading screen. You will be able to learn new tricks at your leisure, while enjoying informative screenshots that can also be scrolled. Change lobby password Players are finally able to change their password for the multiplayer lobby. To do so, the player needs to log into the lobby and open the new "Account Settings" dialog, which can be accessed through a button in the lower left corner of the lobby screen. Phase indicators Our contributor abian has added visual indicators of the current phase you are at into the middle panel of selected units and buildings. Horizontal scrolling The GUI now supports horizontal scrollbars which allow displaying complex contents, such as the Structure Tree, at the lowest supported resolution. Work is under way to implement dynamic use of horizontal scrolling based on the window resolution, in the next release. Art Many improvements were made to models and textures, including new models for statues by our contributor nifa: It can be hard to realize how many incremental visual improvements have been included into the game over the years, but here you can compare a screenshot of the game in 2010: and the same scene recreated inside Alpha 27, fifteen years later: What a journey! A big part of this visual improvement is brought by a fix for the orientation of the normal maps of terrains, included in Alpha 27. In prior releases and for several years, the lighting on the terrain normal maps was incorrect by 45 degrees. And while the game still looked nice, there was an underlying almost subconscious wrongness to the look of the terrain. Release of a 2nd 0 A.D. Soundtrack Album After the release of a first album of the 0 A.D. Soundtrack in 2018 (available on Bandcamp as well as major streaming platforms) under the Materia Collective label, our composers Omri and Sam have been preparing a second 19-track album, including new music from Alpha 26, as well as remastered versions of classic tracks which will be included in the next release of the game. We will keep you updated very soon with links, so you can enjoy this music outside of your game sessions. Gameplay Civilization Differentiation Spartans, Romans, Athenians, and Macedonians are now more unique. Spartans focus on champion hoplites available from the village phase, with unique techs. Romans get the “Marian Reforms” tech, reshaping their roster at some economic risk. Athenian spearmen can promote to champions, and they gain Hippocrates as a town-phase hero. Macedonians can construct the Arsenal in the town phase, allowing earlier access to bolt shooters. Player-Controlled Building Arrows Players can now direct building arrows like any other unit using the hotkey ‘f’. By default, buildings target the nearest enemy. Naval Overhaul Warships are categorized as Scout, Arrow, Ram, Fire, or Siege ships. Garrisons no longer boost firepower but remain available for transporting soldiers. And the new tech tree for warships will fuel the arms race for supremacy over the sea. Capture Changes Following player feedback, units now attack buildings by default when right-clicking them, with the "C" modifier enabling capture instead. Capture defense now depends on the capture attack value of garrisoned units, making it harder to defend key buildings with weaker units. Cavalry units have been tweaked to be less effective at capturing or defending buildings. Elephants Elephants are reworked into multi-purpose shock units with a hack splash attack, excelling against infantry and cavalry while still somewhat effective against buildings. New Champion Variants Chariots: Expensive, less agile than ranged cavalry but more durable. Spear cavalry ("Cataphracts"): Heavily armored but slower. Longswords: More expansive than swordsmen but deal splash damage. And more ! Balancing adjustments Melee Rebalance Melee units now deal 50% more damage but have reduced armor, while ranged units deal 25% less damage. This makes melee units more threatening and less of a damage sponge. The promotion bonus for melee citizen soldiers have been reduced, while mercenaries now gain 10% more attack. Territory Influence Changes The territory gain with each phase is decreased, and the cost of a new Civic Center or Colony is decreased. This makes expansion a more strategic and impactful part of gameplay. Wall Buff Wall garrisons have been doubled, allowing two rows of units to be visible when fully garrisoned. This aims to make walls a more effective defensive tool, as they are currently limited mostly to blocking movement. Siege Balancing Ranged siege units have a faster prepare time to make them feel more responsive. Catapults gain a splash attack with a small radius. Pack and unpack times are significantly reduced, with bolt shooters having a slower movement speed to compensate. Battering rams take more damage from ranged attacks, reducing their effectiveness when unprotected. Garrisoning infantry inside rams increases their speed and acceleration. Miscellaneous Observer flares and chat notifications for flares Observers can now send flares to other observers. Flaring is now also shown as a chat notification, which is clickable to center the view on the signaled area. Some fixes against cheating We have included some protections against some mods which would allow cheaters to reveal the map or exploit bugs against opponents. Increased maximum selection size Thanks to regular performance improvements, we have decided to increase the maximum number of units in a selection to 300. You can find a comprehensive list of all the changes on the page wiki:Alpha27. A new development and contribution environment This summer, we were able to perform a long-awaited migration to a git-based development environment. We had been using SVN as our version control system, which was adapted to our use and especially adapted to manipulating game assets. However, this limited the agility with which we could provide and accept code contributions. Our new environment also allows us to leverage powerful tools of Continuous Integration and Continuous Delivery, improving the stability and the quality of the game during development. You can read more about the migration announcement on this forum topic. Team Changes phosit, who joined the team during this long release cycle, is now a well-known programmer and almost an old team member (!), with contributions in many areas of the engine and the game. More recently, sera has joined the Programming team and has made numerous contributions to the build system in the context of the git migration. Last, but not least, real_tabasco_sauce has joined the team as Gameplay Developer after his invaluable help throughout the preparation of Alpha 27. Now is the time to contribute! With our new developer environment and our plunge beyond the Alpha label, now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life. We are in sore need of contributors in the following areas: Video Editing Social Media Management Website Design We are also always looking for, and providing an improved contribution environment, for: Testers and Quality Assurance enthusiasts Translators (get started right away on Transifex) and of course, Developers and Artists - the team will gladly welcome contributions in all areas. You can also support us by simply donating. Next Events We will be present at FOSDEM 2025, with a booth on the floor level of building K. Come and say hi! Reporting issues If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet. Subscribe See our LinkTree. For press/media inquiries, please DM @play0ad on Twitter or webmaster at wildfiregames dot com.
    3 points
  4. Problem: As in the new release of A27, the farmstead farming tech upgrade time costs are 40s, 50s and 60s respectively. However, for Han they become 50s, 60s and 70s respectively. This is a disadvantage for Han. Cause: In early revisions of A26, the bonuses for farming tech in Han was +25% (in contrast with +20% for other civs), justifying the extra time cost. However, the bonuses were later standardized to +20%. Consequently, the extra time cost becomes redundant. Relevant commit: https://gitea.wildfiregames.com/0ad/0ad/commit/b4155900d3356bd62af7061b0890e7744332ba5e
    2 points
  5. amazing, AMAZING job guys!! Every time I get excited once again about this game And is really incredible the level of maturity that it has reached throughout the years!! Congratulations to everyone!
    2 points
  6. I didn't have any mods. It was a clean install. But today I did an update and Arch downloaded: "5 extra/0ad-data a26-2 -> a27-1" now it works. So before I had a27-1 with the data of a26-2? Weird. Anyways, I am glad it is fine now.
    2 points
  7. Well, while taking fewer diminishing returns is an advantage, it's dissociated from farming tech research time. I think they should be harmonized. And this is clearly an oversight as demonstrated by OP. These reports should always be encouraged regardless of the decision we take from it. By the way, in A26 release, the Han farming technologies had no effect at all, so after all it's still an improvement
    2 points
  8. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⣤⣀⢠⡤⠤⠖⠒⠒⠒⠲⣆⠀⠀⠀⠀⣾⠋⠉⠉⠛⢷⠀⣴⠖⠒⠤⣄⠀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⠤⠶⢺⣾⣏⠁⠀⠀⣧⣼⣇⣀⠀⠀⠀⡀⠀⠘⡆⠀⠀⢰⣏⠀⠀⠀⠀⠘⣿⡟⠀⠀⢠⢃⣼⡏⠉⠙⢳⡆⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⣀⡤⠴⠒⠋⠙⣇⣿⠀⠀⠀⣿⣿⠀⠀⠀⢸⣿⣿⣿⠃⠀⢰⣿⡀⠀⠹⡄⠀⢸⣿⠀⠀⠀⠀⠀⢹⡇⠀⠀⢸⡿⣽⠀⠀⠀⡜⠀⣀⡤⠖⠓⠢⢤⣀⠀ ⣠⡴⠒⠉⠁⠀⠀⠀⠀⠀⠸⣿⡇⠀⠀⠘⠛⠃⠀⠀⠈⡟⠉⣿⠀⠀⠘⠛⠃⠀⠀⢷⠀⢸⣿⠀⠀⢠⡀⠀⠀⠀⠀⠀⣿⢧⡇⠀⠀⠸⠗⠚⠁⠀⠀⠀⣀⣠⣾⠃ ⣿⡇⠀⠀⠀⠀⠀⠀⣶⣶⣿⢿⢹⠀⠀⠀⢀⣀⠀⠀⠀⢳⠀⣿⠀⠀⢀⣀⣤⠀⠀⠘⣇⢸⡏⠀⠀⢸⣧⠀⠀⠀⠀⢸⣿⡿⠀⠀⢀⠀⠀⠀⢀⣤⣶⣿⠿⠛⠁⠀ ⢧⣹⣶⣾⣿⡄⠀⠀⠸⡟⠋⠘⡜⡆⠀⠀⢻⣿⡇⠀⠀⢸⡀⣿⠀⠀⢸⣿⡿⡇⠀⠀⢸⣿⡇⠀⠀⢸⡿⡆⠀⠀⠀⣾⣿⠃⠀⠀⣾⡇⠀⠀⠈⡟⠉⠀⠀⠀⠀⠀ ⠘⣿⡿⠿⢿⣧⠀⠀⠀⢳⡀⠀⣇⢱⠀⠀⠈⣿⣷⠀⣀⣸⣷⣿⣤⣤⣼⠋⣇⣹⣶⣶⣾⣿⡿⢲⣶⣾⡇⣿⣤⣀⣀⣿⡏⠀⠀⣼⡏⢧⠀⠀⠀⣇⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠸⡞⣇⠀⠀⠀⢧⠀⢸⣈⣷⣶⣶⣿⣿⣿⣿⣿⣿⣿⣽⣿⡏⢀⡼⠟⠛⠻⢿⡿⠿⠿⣿⣁⣿⣿⣿⣿⣿⣿⣿⣶⣴⢿⠁⢸⠀⠀⠀⢸⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⢹⣼⣦⣤⣶⣿⠁⣀⣿⠿⠿⣿⣫⣿⠉⠁⠀⠀⠀⡏⠀⣴⠏⠀⠀⠀⠀⠀⠹⣆⠀⢠⣿⠀⠀⠀⢈⠟⢻⡿⠿⣅⣘⡆⣸⣇⠀⠀⢸⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠻⠿⠿⠛⠃⢠⣿⣷⣄⠀⠈⠙⠋⠀⠀⠀⠀⣸⢁⡾⠁⠀⠀⣠⣤⡀⠀⠀⠸⣤⡞⡇⠀⠀⠀⢸⣰⣿⠃⠀⠀⢹⣿⣿⣿⣿⣦⣼⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠻⢿⣿⣿⣷⣄⠀⠀⠀⠀⠀⠀⣿⣾⠇⠀⠀⣸⣿⣿⢿⠀⠀⠀⣿⢁⡇⠀⠀⢀⣿⣿⡏⠀⠀⠀⡼⠀⢙⣿⠛⠻⣏⡀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠙⢿⣿⣿⣷⠀⠀⠀⠀⢸⡿⡿⠀⠀⠀⡏⢹⠟⡟⠀⠀⠀⡿⢸⠀⠀⠀⢸⣿⡿⠀⠀⠀⢠⠇⡰⢋⡏⠀⠀⠀⢙⡆⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠙⡿⡿⠀⠀⠀⠀⣸⡇⡇⠀⠀⠀⠻⠾⠞⠁⠀⠀⢀⡇⡏⠀⠀⠀⢸⣿⠃⠀⠀⠀⡼⣰⠃⡞⠀⠀⠀⠀⡾⠁⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⡇⡇⠀⠀⠀⠀⣿⣇⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⣼⣃⡇⠀⠀⠀⠀⠀⠀⠀⠀⣼⣷⠃⣼⡀⠀⠀⢀⡞⠁⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⢸⠃⠀⠀⠀⢀⡇⢿⣿⣧⣀⠀⠀⠀⠀⠀⣠⣾⣿⣿⣧⠀⠀⠀⠀⠀⠀⠀⣸⣿⣿⣿⣽⣿⣷⣤⡞⠁⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣾⣼⣤⣶⣶⣶⡿⠁⠈⢿⣿⣿⣿⣿⣿⣿⣿⠿⠃⢸⣿⣿⣷⣤⣄⣀⣀⣤⣾⣏⣤⡟⠁⠀⠈⠻⡍⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠿⠿⠿⠟⠛⠁⠀⠀⠀⠉⠛⠛⠛⠛⠉⠁⠀⠀⠀⠙⠿⢿⣿⣿⡿⠿⠋⢀⣿⣿⣧⡀⠀⠀⣠⡇⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢿⣿⣿⣿⣿⠟⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
    2 points
  9. Congrats to the dev team on a job well done, have been waiting for this eagerly!
    2 points
  10. Hi, As 0AD has a notoriously big linux-based playerbase percentage compared to other games, its a shame that the linux distribution options after a new alpha have always felt a bit chaotic and kind of a hit or miss. If you go to https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingTheUnixRelease you can see a long list of instalation options for several different linux flavors, but many of them are not available right after a new release. Moreover if you are using a linux distribution that is not the latest (but still active and not end-of-life) you might be stuck with an old version of 0AD for years until you reinstall or upgrade to a newer version of your operating system. Only at the end of that long list you can see two distributions formats that are compatible with most linux distributions (Flatpak and AppImage), but none of them are managed by wildfiregames and it is not clear if they have the latest release available just yet (the word 'rc1' is present in the appimage at least). Also sending non technical users to dive into Github to install their game is not good imo. This is problematic for current players, but even more so for new players, which will install 0AD from their repositories and find an almost empty lobby of a previous alpha with 2 or 3 players maximum. It happened to me years ago. This is terrible marketing for a game. Instead of forcing the 0AD devs to navigate the complexity of every mayor linux distribution system in order to release a new alpha of the game, why not just choose to make it available as a single AppImage file, which should downloadable as the first option here: https://play0ad.com/download/linux/ In my own experience as a perpetual noob linux user, AppImage is the format that has given me the least amount of friction to install software when the version i am looking for is not available in my distribution repostory. What can be easier than downloading a file, making it executable, and double clicking it. Its even simpler than Flatpack as it does not requires any previous package managment system. This is the marketting for AppImage: Linux apps that run anywhere. Download an application, make it executable, and run! No need to install. No system libraries or system preferences are altered. "As a user, I want to download an application from the original author, and run it on my Linux desktop system just like I would do with a Windows or Mac application." "As an application author, I want to provide packages for Linux desktop systems, without the need to get it 'into' a distribution and without having to build for gazillions of different distributions." I think 0AD is the ideal candidate for using AppImage as: The 0AD version/alpha changes very infrequently so we don't need constant upgrades every week like firefox for example. While it is true that AppImages are bulkier than a distribution version beacuse all dependencies have to be bundled in the file, this is not a problem because the few hunderds of megabytes 0AD uses is tiny compared to the the disk usage of modern games. It is a relatively obscure program installed by relatively few people, so distributions dont care a lot about having the latest version available. After you release the official AppImage you could spend your time (if available) making sure most repositories of most distributions support your new alpha, but that should come after an official cross platform universal executable for linux has been released. If you want to reply that linux users should get used to compiling their stuff, and/or learn to navigate dependency hell, i can only say: "Think about the noobs!!!"
    1 point
  11. When can we expect the new autociv for A27?
    1 point
  12. If your backend is set to Vulkan and no errors on start (like switching to GL) then Vulkan is working. 100% check is to look at the userreport_hwdetect file at "renderer_backend"."name".
    1 point
  13. good question. maybe this helps: https://wildfiregames.com/forum/topic/126505-alpha-27-feature-freeze/page/3/#comment-592410 https://releases.wildfiregames.com/rc/0ad-0.27.0-rc3-unix-build.tar.gz https://releases.wildfiregames.com/rc/0ad-0.27.0-rc3-unix-data.tar.gz Maybe backup you previous version Unzip, merge their content. Build third parties, in the new folder you created : # will takes about 10 minutes (maybe use lager number in -j3 if you can cd libraries ./build-source-libs.sh -j3 Then build game: # will takes about 0 minutes (maybe use lager number in -j3 if you can cd ../build/workspaces ./update-workspaces.sh -j3 # if using system-installed versions of the libs, pass --with-system -mozjs and/or --with-system-nvtt # will takes about 4 minutes (maybe use lager number in -j9 if you can cd gcc make -j9 really best probably to disable/remove all mods first!!! find cd binaries/system/ ./pyrogenesis good luck. i have now (Freitag, 31. Januar 2025 12:08:19 CET, release, 8c69b)
    1 point
  14. oh it is only an edit in mod.json, it's not. someone call @nani and ask him port his mod. there is a ton of work
    1 point
  15. https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA26ToA27
    1 point
  16. Age of Empires III definitive edition Game is dead.
    1 point
  17. Recuerdo que empeze a jugar este juego en el alfa 14 qué tiempos :')
    1 point
  18. Your system info says that you have a intel HD graphics, and that CPU has the 4th generation that I had too. There is no support of vulkan in windows because there are no official drivers for this GPU to run, at least from intel. In fact it doesn't support even DirectX12. It is capable of running vulkan, but I know only in linux. It has some drivers that works with it, but support is limited: the GPU is capable of running the latest 1.3 vulkan, but performance is comparable if not worse to OpenGL. Do skinning work with OpenGL 4.3 though?
    1 point
  19. AN ULTRA BIG THANK YOU TO ALL DEVELOPERSA AND THE ENTIRE 0AD TEAM!!!! Very well done!
    1 point
  20. Suggest to use git and the git tag "a27" instead. The ppa will hopefully be updated withing a few days.
    1 point
  21. How to install it on Ubuntu? ppa:wfg/0ad gives A26 instead. The following gave a sligthly wrong version: svn up cd build/workspaces ./update-workspaces.sh -j3 cd gcc make -j3 Whats the correct rev number and how to include it in this process?
    1 point
  22. very good work. ty
    1 point
  23. Yay a new release! -- I'll try to get the flatpak ship shape as soon as I get access. I don't think I'd be the best to spearhead this, but I think we could do something really cool with our socials once we start getting the encyclopedia into the game-- which should be a28 (hopefully)
    1 point
  24. This is cool indeed! Sounds like a pragmatic way of implementing something that otherwise is too complex to arrange within the game. I like it!
    1 point
  25. Personal opinion: maybe is because I don't play competitive, so take my opinion for what is worthed, but I find that some little layer of extra difficulty could make also some multiplayer more engaging: so is not only about spamming the best champion unit, but also some strategic considerations to make based on the map. So I wouldn't discard the idea completely. Of course, I also agree that it must be a simple concept and not too complex, otherwise it would be a city builder or a whole different game. (That's why it was a good suggestion of only one "middle color" to signal unproductive soil and maybe very few rules: desert/rocks or too far from city) The idea of a structure to capture sounds also like a good compromise. Even tho it doesn't change much the game dynamic, IMHO. But is a nice added touch
    1 point
  26. (I'd like to have those "totem poles" as props as well)
    1 point
  27. Continuing this in a more appropriate topic. I get that placing farms in deserts is unrealistic. However, introducing a soil quality (and water availability, which I have seen suggested) system based on terrain simply doesn't fit with the abstraction level of the game. In multiplayer, it would probably just be annoying to worry about whether or not you can expect the normal amount of food from a farm. However, rather than penalizing farm placement depending on the terrain (desert, snowy, mountainous) for all maps, it could be made "opt-in": it could be set it up as a neutral feature of certain skirmish maps for which it is the focus of the map. I.e Add two "well" structures in a valley that cannot be destroyed, but only captured. These provide a 30% farming bonus in a 50 meter radius. Players descend from opposing mountain ranges to take control of the wells.
    1 point
  28. The third Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ with the -rc3- infix. They contain fixes for the issues mentioned above. Please test this version today as much as possible, as we aim to release tomorrow (Thursday) morning (European hours). Thanks again for your help!
    1 point
  29. Hi, my name is Perry. I am trying to learn as much as I can about game programming. I have a concept drawn up, but have a lot to learn.
    1 point
  30. It's always good to see a friend again.
    1 point
  31. Welcome back!
    1 point
  32. Hey zyli and @BreakfastBurrito_007 , thanks for the reality check! You're absolutely right, a kettle or a washing machine definitely dwarfs the power draw of gaming. I'm not trying to suggest 0 A.D. is a huge energy hog, haha. It's something I value about 0 A.D. - it seems less resource-hungry than many other titles. And, it's great to see with the new version that it might be taking even less energy than before. And besides, I'm always curious! So, this is another way for me to enjoy the game and learn from it. But yeah, I'll keep an eye on my coffee-making habits in the future though, just in case
    1 point
  33. The game would be better if bad changes wouldn't be integrated to the game. An example for such a horrible change: "Cows don't belong to villages, they lived in cities only"
    0 points
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