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Posts posted by Stan`
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Can you try changing the language in the options to see if that helps ?
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On 03/02/2026 at 6:19 AM, AlexHerbert said:
One idea could be a more beginner-friendly way to identify lag issues. There’s already the top-right message and the F11 overlay, but not everyone knows how to read the overlay.
There is also the Profiler2 UI https://gitea.wildfiregames.com/0ad/0ad/wiki/Profiler2
Although I'm not sure what'd you expect to see, as identifying bottlenecks isn't exactly simple usually
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Hey @Emma Sorry I missed your message, you can get in touch with me as well. I'm available on most platforms in order of preference IRC, XMPP, MATRIX, DISCORD, SIGNAL TELEGRAM WHATSAPP and FB Messenger.
I just took a pic in your portfolios and that's some really nice stuff. You could help improving the quality of the current flora if environnement art is something you're interested in. Otherwise we need a new germanic wonder I'm sure @Genava55 could hook you up with some nice references.
Regarding 3dmodelling and texturing I'll be guiding you through it. I would recommend learning how to get the SVN version and checking out the art documentation. See https://gitea.wildfiregames.com/0ad/0ad/wiki#for-artists
Let me know if you need any help.
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5 minutes ago, Gurken Khan said:
Why is it such a pain to install multiple versions of 0ad?
I believe the reason was that it was expected that people would always play the latest versions. This is also why there is only one folder for Saves, screenshots and mods. The game is totally portable though, (it doesn't care where it's installed as long as you have rights to that folder). Until the installer is changed to allow multiple installs, you can just rename the folder where it is installed. If you want each version to have it own mods etc, you need to run the game with -writableRoot.
cc @Itms-
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Usually happens because you have vertices without weights.
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That's the anti AI filter, usually refreshing a couple time works.
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2 hours ago, Tapothei said:
Hmm... now this is a problem, how do I play multiplayer with this...
Please this is a QOL type of mod... I don't like the way Han's CC blocks my right click... xd.
I'm so tired, anyways single player rejoice! Have a good day/night.Well you touched serialized components, so my guess would be that you will go out of sync, sorry. So few options
- Get the community mod people onboard with this @real_tabasco_sauce
- Submit your own mod to mod.io
- Get it merged for R29 next year.
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Ah right, forgot about that feature. Maybe we should warn when setting the height that it will be ignored.
I suppose I could write another Python script using the RL interface to find the templates that do it.
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Mmmh then it would seem I was wrong and it's using the 3D model ... Not sure what the height is for then...
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https://gitea.wildfiregames.com/0ad/0ad/src/commit/13453a3c7bbd31ca84c4dd6ec3e92d1f3e615648/binaries/data/mods/public/simulation/templates/structures/han/civil_centre.xml#L5 That's this value that drives the height. (You cannot change the <Square depth="35.0" width="43.0"/> though as it will mess up with the blue outline)
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9 hours ago, AlexHerbert said:16 hours ago, Stan` said:
I am not sure is sdl, because shift+scroll works for Camera Rotation, that implies the command is being received by the Game.
Could be different code paths.
9 hours ago, AlexHerbert said:Even I updated libSDL2.dylib and nothing.
We build statically. I'm pretty sure it won't use a dylib
9 hours ago, AlexHerbert said:I imagine is not mapped in the intel version, (but with trackpad it works =S) maybe if I map it to change batch size may fix it?. I was trying to add hotkey.gui.session.batchtrainingsize.increment = "Shift+WheelUp" hotkey.gui.session.batchtrainingsize.decrement = "Shift+WheelDown" to the .cfg file but I don’t know very well the syntax.
So it's only broken with an external mouse ?
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7 hours ago, AlexHerbert said:
I need to add something, because in macOS is not working for me the wheelUp/wheelDown for increment/decrement batch size (but is working for zoom and for camera rotation)
How can I add it?
We need to debug why SDL is not picking it up. My guess is that it sends a different key code we're not handling on macOS
EDIT: Seems to be working in the SVN version, maybe a recent SDL update. -
31 minutes ago, Genava55 said:
I think the transmission of metrics is disabled by default on installation.
Yep, per RGPD guidelines you have to accept the terms.
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Ha, I'm tired; You need to right click with two fingers on the pad (right click)
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Do you have a two button mouse ?
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14 hours ago, wowgetoffyourcellphone said:
@Stan` Let's get this in.
Mmh IIRC the problem was that it didn't use the other camel armature which meant we could not use the common anims
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28 minutes ago, Tapothei said:
Do I need to register a different account to enter this?
Yes.
28 minutes ago, Tapothei said:The search is vague(is there a list I can input the type?), I can type name of map/player , but I can only search 1 type and not Map Name + Player name.
It's an exact search, looking for the text, could probably be improved yes.
29 minutes ago, Tapothei said:lso zooming out my browser(Floorp) I can see there is more to the map distribution of map names above the pie, I suggest adding a scroll. When I zoom out the, pie becomes big but text is blurred and stays small including the game section. But wait... if I zoom in, actually I can see the whole pie and map name now guess that's one solution.
Could you take a screenshot? I'm not very good with responsive design, so things can definitely be improved
30 minutes ago, Tapothei said:Some things are missing.
- It would be nice if I could see more then 20 listing game, maybe set it to 50/100 then when the limit is reached input a second page to see the next 100-200 replay.Yeah it's running on a small server, so I didn't load too much at first.
30 minutes ago, Tapothei said:- A category to filter by version, mod name, player count, civilization, date, game type. match duration, tags(like tutorial/guide/campaign/modded/vanilla) and many-many more using drop-down list.
An advanced search could be nice yeah. Do note that not everything is indexed though, so I cannot search everything
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Merged the other thread.
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IIRC it's broken for me as well. I think we're not handling something properly. Would need some debugging.
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29 minutes ago, real_tabasco_sauce said:
There are no maps added by the community mod in version 0.27.2
Oh sorry I thought it was community-maps not community mod. My guess would be that something with mods messes the order. Could also be the persist match settings.
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So that's user maps, mmh. Does that happen with community mod maps as well ?
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Ah right, that makes some kind of sense since there is no GUI in non visual ... So probably nothing gets initialized and nothing listen to the messages
1 hour ago, CulturedCait said:I think it is not worth investigating further. I'm satisfied with my current solution as it is and although headless mode certainly could be nice improvement it is not that important for these type of calculations. Thank you again for your help.
No problem, sorry we couldn't figure out a solution. I do believe that using the RL interface might be better in this case, since it should have a lot more access to the engine functions because you can send arbitrary js to the engine.
The tickets hyperion mentioned above.
https://gitea.wildfiregames.com/0ad/0ad/issues?q=autostart&type=all&state=all&labels=43 -

When choosing Watch Replay, my units do nothing
in Bug reports
Posted
Do you happen to have two or more partial files ?