Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    18.579
  • Joined

  • Last visited

  • Days Won

    607

Everything posted by Stan`

  1. My only grief with that is that any screenshot sent to us will no longer give us that information
  2. Credit it under wildfire games and respect the cc by sa 3 license
  3. 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.
  4. 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.
  5. 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.
  6. They don't exist as anything but actors. Them being missing in the game is concerning though.
  7. No we started working on both when we reached Feature freeze for R28
  8. The official page is here https://gitea.wildfiregames.com/0ad/0ad/wiki/Release29, but it's likely a bit behind.
  9. 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
  10. 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.
  11. 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
  12. 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
  13. 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
  14. It's using garrisoning to teleport units through building chains, probably not what you want
  15. You forgot to give the link
  16. I'd also want to have turret restoration patch merged/improved
  17. 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.
  18. Technically you can use 0 A.D assets if you follow the licence CC - BY - SA 3.0
  19. We could, These days not a lot of people, usually me.
  20. Did you export them with private keys?
  21. IIRC it also happened when users had smart cards. I remember some people sharing random popups while trying to connect.
  22. 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
  23. What kind of videos would you like to do ?
×
×
  • Create New...