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Stan`

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Everything posted by Stan`

  1. That's expected, you need to download the prebuilt shaders for vulkan or build them yourself. There should be a script for it https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/tools/spirv/get-nightly-shaders.sh
  2. Hmm I think I fixed that by using brew clang rather than apple clang for spidermonkey
  3. Can I use your forum email to put you in touch ? no need to share it publicly
  4. If you let @trompetin17 cook we will have Atlas in the game, so the whole UI will be moddable I won't spoil unless he wants to so i'll let him post screens.
  5. My point was that if garrisoning does it, then yes it's possible to copy the code and do it. https://gitea.wildfiregames.com/0ad/0ad/wiki/TechModifications
  6. IIRC garrisoning has such logic
  7. Sadly not all shortcuts work in atlas but iirc there is either the game console you can use to toggle the dev overlay or something jn the menu that allows you to run js
  8. For mods you can just use R28 unless you want to make a mod for the dev version. For the PRs you have to be on latest, but the patches are built on the CI (Gitea) too
  9. There are bimonthly bundles, but the last one failed for the same reason yours did. (bad download.)
  10. Well you can write that script, you just have to edit the map in the game's location for custom maps. https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
  11. I'm on 25.1 but it should yes. The problem is that the mirrors often fail and apple often break things Libs you have built should be fine
  12. I think so. Either the map is in the user's folder or it's not seen. The game is a bit picky cause some of the maps are inside public.zip
  13. That's strange that'd we get a corrupted download. Sometimes their mirror fall though... I sometimes have to update the urls in my local copy until they fix it.
  14. What's really weird is you not being able to build it. Do you get any errors ? Does it happen without the mod ?
  15. It needs to be in the zip but that's it.
  16. https://gitea.wildfiregames.com/0ad/0ad/wiki/Mod_Verification_Process The game does copy the mod.json automatically next to the zip for faster access.
  17. Can't have this too, for trailers need an option to be disabled, (doesn't have to be user facing though)
  18. Just to be clear, I'm not strictly against it. My point is that you can't assume how people will take screenshots. And so if the presence is conditional then it might not be here
  19. That's cause all mods have to be signed prior to being visible and compatible. Each new version has to be signed.
  20. That's because templates have inheritance. So you are only validating a bit of the chain rather than the final template. Hence the errors.
  21. What kind of errors ? C++ errors ? JavaScript errrors
  22. https://linktr.ee/wildfire_games
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