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Stan`

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

  1. Freetype is down again
  2. What's really weird is you not being able to build it. Do you get any errors ? Does it happen without the mod ?
  3. It needs to be in the zip but that's it.
  4. 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.
  5. Can't have this too, for trailers need an option to be disabled, (doesn't have to be user facing though)
  6. 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
  7. That's cause all mods have to be signed prior to being visible and compatible. Each new version has to be signed.
  8. That's because templates have inheritance. So you are only validating a bit of the chain rather than the final template. Hence the errors.
  9. What kind of errors ? C++ errors ? JavaScript errrors
  10. https://linktr.ee/wildfire_games
  11. Most developpers don't want to use Discord. Also there have been a few big discords and one of them is even in the linktr.ee but it changed absolutely nothing. I'm currently on about 15 Discords related to 0 A D.
  12. That means more legal work, data processing and stuff;
  13. It appears on the main two, which are the menu and the game My experience with additional steps is that nobody follows them, look at all the incomplete bug reports copying text that tell them to do extra steps Edit for screenshots, on macOS I ussually don't use the ingame tool cause I have no clue where the images are gonna be
  14. Can't really enforce that, also, applies to streaming too
  15. My only grief with that is that any screenshot sent to us will no longer give us that information
  16. Credit it under wildfire games and respect the cc by sa 3 license
  17. All of it The point of instancing is drawing the same stuff hundreds of time, like say grass. The only thing we do and we can do right now is batching. Where we try to be smart about the order of drawing things. The only scenario where it might help is say when running the game with the option to remove variety. Assuming there are enough similar units for it to work. E.g if you're playing against 12 different civs, won't work much.
  18. We chatted a bit with @vladislavbelov when we met. But the main issue is too many unit /object variation and the fact not all users support instancing.
  19. 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.
  20. They don't exist as anything but actors. Them being missing in the game is concerning though.
  21. No we started working on both when we reached Feature freeze for R28
  22. The official page is here https://gitea.wildfiregames.com/0ad/0ad/wiki/Release29, but it's likely a bit behind.
  23. 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
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