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Stan`

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Everything posted by Stan`

  1. The mods just need to be updated to work with the new version
  2. Do all of them play multiplayer? If that's multiplayer, the potential casual audience is larger. No they do not. IIRC it's about 100 unique MP players per day.
  3. We're doing this for the 1500+ players playing the game each day, the 25k Ubuntu snap installs, the 300k download per year and the 150+ installs per day on Flathub.
  4. Does art/actors/structures/spartans/bighouse.xml exist ?
  5. Review it thorougly in all its aspects, art(actors and meshes), gameplay, historical accuracy etc Civ are notoriously error full
  6. Every object needs to merged, and you can only have one material. If you need another material you need another actor. Also you didn't share the error.
  7. Because it requires extra tools you might not have such as GLSLC and the Vulkan SDK. And the shaders are made available in the release tarballs. See source/tools/spirv for the python script to build shaders. See this for the nightly build https://gitea.wildfiregames.com/0ad/0ad/wiki/NightlyBuild To build you'll need the rules.json in the nightly build source/tools/spirv The commands look a bit like https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/build/jenkins/pipelines/nightly-build.Jenkinsfile#L139 You can also svn export the shaders to your folder like this script does https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/system/get-nightly-binaries.bat
  8. On macOS all the log folders and cache folders are hidden folders. You might access them through a terminal window with the the open folder_name command. https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
  9. SPIR-V files are binary files. As such they are not present in the git repository. You can either build them, or download them from the nightly build. Windows provides a script for this. You can adapt it for linux as well.
  10. Can you upload the save game somewhere?
  11. That's the style of m7600 who is no longer part of these forums.
  12. You can add the -editor command line argument Regarding Atlas some work has been done by @trompetin17 to get rid of it and instead do everything inside the game.
  13. That would be a question for @real_tabasco_sauce for the main game or @wowgetoffyourcellphone for DE.
  14. JS code should hotload on change. You cannot add new files when the game is running though they won't be picked up.
  15. For formation banners given the size the polycount would be okay. Yeah some of Alexandermb's models have a way too high polycount. I mean the game supports setting three different meshes depending on the quality options. You can check the barrel actor for an example.
  16. Currently you can do - civ_infantry e.g han_infantry (everyone can train han infantry by capturing this building - {civ}_infantry gets replaced at run time by the owner civ if such a unit exists for them - {native}_infantry like 1) but dynamic useful if you have three embassies templates with different civs for instance.
  17. Hey sorry for the delayed answer. The polycount limitations highly depend on the number of units with those things. You can check out the number of tris in the editor, (disable shadows in atlas first) but i feel like it should be 400-500 considering unit models without props are around 1000. Lods are an option though and we could have a higher quality version for high quality model level. Does that make sense?
  18. It was not. At the time I didn't know how it worked and I just wanted to add a cool asset into the map editor.
  19. That's the issue with allowing buildings to train all units, since you might see Atlas only entities, or entities that were not made or balanced for matches.
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