Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    18.588
  • Joined

  • Last visited

  • Days Won

    608

Everything posted by Stan`

  1. That's because templates have inheritance. So you are only validating a bit of the chain rather than the final template. Hence the errors.
  2. What kind of errors ? C++ errors ? JavaScript errrors
  3. https://linktr.ee/wildfire_games
  4. 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.
  5. That means more legal work, data processing and stuff;
  6. 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
  7. Can't really enforce that, also, applies to streaming too
  8. My only grief with that is that any screenshot sent to us will no longer give us that information
  9. Credit it under wildfire games and respect the cc by sa 3 license
  10. 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.
  11. 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.
  12. 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.
  13. They don't exist as anything but actors. Them being missing in the game is concerning though.
  14. No we started working on both when we reached Feature freeze for R28
  15. The official page is here https://gitea.wildfiregames.com/0ad/0ad/wiki/Release29, but it's likely a bit behind.
  16. 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
  17. 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.
  18. 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
  19. 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
  20. 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
  21. It's using garrisoning to teleport units through building chains, probably not what you want
  22. You forgot to give the link
  23. I'd also want to have turret restoration patch merged/improved
  24. 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.
×
×
  • Create New...