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Stan`

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Everything posted by Stan`

  1. I hope you're using the version that includes Lods for performance
  2. Not that I know of, but it should be possible to write a python script that reads the height map and generates a texture. I wrote an importer for PMP in Godot that way.
  3. EDIT: Just realised TUN is @The Undying Nephalim The persons who did most of the coding were @Exodarion and @Askarus Updating components can be a bit tricky.
  4. Oh wait didn't see the out of memory. You probably reached the 4GB limit...
  5. Mmh llvm pipe is usually when you're playing in some kind of virtualized environment like a VM, is this the case ?
  6. This would help with trailers We only use the cinematic features for camera controlling purposes.
  7. If you replay the match, does it crash?
  8. Once they are cached though, you're good. You can open a few maps with svn and the units demo map, that should load most of the textures.
  9. I suppose it's due to the nature of the project and the fact not all worked on features are part of the next release (cause not reviewed) and backlog tickets are supposed to be up for grabs.
  10. If it's a GUI only thing, it could be as easy as to go to all the place Gauls are displayed and calling another custom Player.js method you would have created e.g. GetSpecificName()
  11. Yeah anims will go OOS if any parts of the model don't have them this is because they are made of many small pieces. Not sure why they didn't get the attack anim or why noone else noticed.
  12. See the note at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/.lfsconfig
  13. https://gitea.wildfiregames.com/0ad/0ad/wiki/NormalMaps Terrains use opengl normal maps though.
  14. It is not a known issue as far as I am aware so thanks for reporting. Could be because arch and manjaro use sdl3 rather than sdl2. Maybe @hyperion can reproduce
  15. Sadly the engine has no knowledge of the previous anim, it only knows the current. Usually in Engines, the animation choices is a state machine that defines how to go from one anim to the other. We have no code nor UI to do either.
  16. By interpolation you mean animation blending?
  17. If it's not the settings do you have a stack trace ?
  18. Can you try with full graphic quality? Could be a setting related crash.
  19. Is this a unit you can create in the game? If so, does it crash in the game.
  20. See https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/.lfsconfig
  21. I don't understand, even if I made the path not hardcoded it would only point to one place, so that would be the same as just overriding the file no?
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