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Stan` last won the day on November 26

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Community Answers

  1. Needs => https://code.wildfiregames.com/D4979 IIRC
  2. @AGamer Just to clarify, I did not say it was not possible with OpenGL (Although has @vladislavbelov said, it might be trickier to do it in postprocess). The point was that changing just openGL shaders would not work, you'd have to to change shaders for Vulkan as well. If you don't use Vulkan you don't need to worry about it for now.
  3. IIRC it was almost ready for A27 and now someone is bringing it back to A26 in their own fork of the repo.
  4. Seems they got lost during the migration @implodedok @Itms
  5. I mean the Macedonia campaign could be a good start...
  6. 64bit the limit is much higher.
  7. Probably the JS garbage collector. it's quite visible on a RPI4. Needs to be profiled though.
  8. You're gonna have to rig your mesh to the existing armature and hope it has the same proportions. For that you need to import the armature from the unit blend file and scale your mesh to match it as best as you can. Then you can try to make the armature the parent with automatic weights. https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip
  9. Usually means one of two things: More than one material Loose geometry (in face mode select all press h to hide and see if there are loose vertices/edges) https://trac.wildfiregames.com/wiki/ExportingErrors
  10. Yep the wiki too. The goal is to reduce as much as possible the number of platforms which is one of the reasons I got stretched thin.
  11. For the lobby and the community mod, no. It's up to the remaining team members, but IMHO once Gitea is setup (It's in good shape), we should migrate to it directly and slowly ramp up the CI(s) Currently it's a bit tricky and even harder to download them.
  12. I think other than opensource dogmatism about not depending on GAFAMS (here Microsoft) and Gitlab being hosted on Azure as well, I think the main reason is we've been bitten in the past by such services, suddenly adding requirements like repo size and file size (Recently source forge asked us to delete some old releases to save space for them) Phabricator was maintained by Facebook and used by Blender until it wasn't. That's why Gitea has been chosen, and is in good way with @Itms's work. Moreover we always provided mirrors for those that prefer to use those services. The lobby is on GitHub, and it has attracted nobody more than it did when using the old SVN workflow. The community mod is hosted on Gitlab, @real_tabasco_sauce can probably tell you if they feel it's better or not. Well, it's as simple as that, the dockerfiles are there if you're on linux, and you just have a simple shell script to run. https://code.wildfiregames.com/P241 The main problem we had was cloning 10GB, so we mount volumes instead to reduce the load on the server. Installing wxwidgets on Windows https://code.wildfiregames.com/P196 Building on Windows https://code.wildfiregames.com/P195 Regarding macos, it's always been an issue, they break stuff on a monthly basis (New xcode version, boom), and it's still a miracle that the team managed to keep making releases for it. We always had to keep the CI on the lowest macos we support here it's 10.12, which has caused issues, and I bought a mac to tackle the rest, but now that I'm retired, I don't know who will keep on the patches coming. EDIT: Phab's down again, but I think I also had a script there for macOS, assuming of course no Xcode update broke it. EDIT2: Github seems to be moving on with this copilot thingy, and whether or not we want to train it more than we already did (Chat GPT 3 has the entire 0 A.D. codebase inside it) is also a concern.
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