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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Depends on what. Rendering and simulation are on the same thread, pathfinding runs in multiple threads. Sound is in its own thread. The OS decide which threads goes onto which core. @vladislavbelov is working on a way to run the rendering on parallel to the next simulation turn. That will help although on higher end machines, rendering isn't so hard on the GPU.
  2. They don't exist as anything but actors. Them being missing in the game is concerning though.
  3. No we started working on both when we reached Feature freeze for R28
  4. The official page is here https://gitea.wildfiregames.com/0ad/0ad/wiki/Release29, but it's likely a bit behind.
  5. It's still there https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/geology/geo_waterfall_double.xml Since it was placed as an actor you need to alt + select
  6. Just for info 0 A.D doesn't use Cmake. I would also advise against putting spaces in folder names. That's indeed what's missing.
  7. If you have a good plan, you can talk directly to the AI in VSCode or in the terminal, and it'll edit the files directly
  8. The irony is we went from a messy python QT app to a messy html app There might be some downsides to it being htmls, like saving being download and replace, and other stuff with import
  9. Had to run a few commands but seems to work. $ python3 -m venv .myenv $ source .myenv/bin/activate $ python3 main.py $ pip install PyQt6 $ python3 main.py
  10. It's using garrisoning to teleport units through building chains, probably not what you want
  11. You forgot to give the link
  12. I'd also want to have turret restoration patch merged/improved
  13. I would use the blend files rather than trying to reverse engineer pmd and psa to be importable in Blender (Source: I did and it's not worth the trouble for your case) https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal contains most of the blend files you can reexport.
  14. Technically you can use 0 A.D assets if you follow the licence CC - BY - SA 3.0
  15. We could, These days not a lot of people, usually me.
  16. Did you export them with private keys?
  17. IIRC it also happened when users had smart cards. I remember some people sharing random popups while trying to connect.
  18. Hello, that would be me. Thanks for reaching out, but indeed, we are currently and for the forseeable future, not interested in adding advertisements to the engine 1. Pyrogenesis engine, it's custom and handmade 2. None whatesoever 3. N/A 4 N/A 5 N/A
  19. What kind of videos would you like to do ?
  20. It's basically the same code, but I didn't expose all the stuff. e.g Aliases are notoriously a touchy subject. The weights are the default weights the mod had at the time I wrote the app Indeed, I probably haven't updated the code since my last PR. It's hard for me to estimate how much people use replay pallas so updates are usually low in my list of tasks (which is already massive)
  21. I think that was the case in @Mentula's mod
  22. Looks like some kind of infinite loop, do you have the game logs ? you can also upload the saved game as well.
  23. What you mention is called culling, you can see what's being culled through the dev menu, by locking the camera frustrum. The problem is that at low angles, it's almost impossible to cull stuff, because you see an infinite distance forward. Other than that it's already implemented.
  24. Glicko2 is already implemented in Replay Pallas.
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