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Posts posted by Stan`
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The problem would be a template doing -Citizen (notice the '-') that's what it's complaining about. Adding is fine, removing non existent is not hence the warning
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0 A.D. takes the main output that exists when it starts. So the device needs to be connected and set up before starting the game.
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(It's a GPU skinning bug)
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4 hours ago, ShadowOfHassen said:
I have a m3 and I got around 54 FPS on the highest-- that was just with initial testing.
Did you have vsync on? Cause with my 2021 m1 i have like 200fps with vulkan at the beginning of the match.
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Yeah we need to fix the fallbacks! Thanks for the report again, this will serve if other people are encountering the issue
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Yeah the switch made that feature go awat
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26 minutes ago, wowgetoffyourcellphone said:
I wonder how attack sounds are occurring in this video since the towers have no actual attack animation. @Stan`?
BuildingAI.js has code to play sounds
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Hey @njj2003
Thanks for the report. Don't worry it's probably easy to fix

We've added supports for CJK fonts but your current locale is not being recognized.
Do you what it is ? e.g zh_TW, zh_Something ?
Basically we're using different fonts depending on the locale, and the fallback is english.Here I have fr_FR
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50 minutes ago, Vantha said:
@Atrik E.g., I'd love to eventually work on the wall snapping you implemented a while ago, if you feel like it.
If you do, please consider this too => https://code.wildfiregames.com/D1190 I think it would be really nice
@Atrik thank you for switching to the contributing side, it's very appreciated. My goal was to get all the modders on the main team eventually so the lack of speed would be curbed by the sheer number of people
It did and did not work out at the same time; so many areas to work on
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The config you're looking for is
pauseonfocuslossYou can set it to false, or if you want it to be temporary you can run the game with:
-conf=pauseonfocusloss:false-
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2 minutes ago, AlexHerbert said:
But doing it will be a really big jump for 0 A.D.
It will help for sure. But it might not be that much better.
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15 hours ago, Perzival12 said:
Units with spears, arrows, pikes, and other tipped weapons (maybe some swords can count, but probably not given no thrusting animations) deal Pierce damage.
Isn't that directly contradicting the message you quoted?
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There is also a github pipeline made by @andy5995 that will autopackage the mod for you
and upload it as a github release.
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8 hours ago, AlexHerbert said:
I am not sure at all. I was looking for this topic because sometimes even as spec my FPS fall to 9 having 90% CPU and GPU idle, trying to understand made some test and got until 200fps in specific conditions, but clearly not having multithreads I think limit the performance. In some games one core of my MacBook is fighting for his life while the rest of the hw just sit and watch.
Just FYI multiple cores are used, just not to their fullest because the hotpath cannot be threaded for now. Imagine you are cooking and there is some part of it that takes one hour to cook. Doesn't matter if you've set the table in the meantime, it's not gonna cook any faster.
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1 hour ago, wowgetoffyourcellphone said:
I found a crash. Right clicking the Noba merc portrait to get the information viewer causes an unrecoverable civ error. Apparently, the Ui does not like it when a unit's civ is that of an unselectable civ (in this case, "noba"). So, locally I changed their civ to "kush." Will add that to the next bundle.
Can you reproduce it minimally in vanilla ?
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Hello, as mentionned in the banner on these forums, you need to reenable TLS in the game options in order to join the lobby
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Well I suppose before a poll we need a list of options
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Hey,
Thx for the report. Did you download the 32 bit or the 64 bit version ?
You should be able to get away with installing the https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170
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11 hours ago, nifa said:
The polycount might be a little high, since each of your branches has 12 tris. On the other hand, this reduces alpha texture display. It's best to compare it to the existing trees, their polycount can be seen in atlas. As long as it doesn't go much higher, it should be fine.
https://gitea.wildfiregames.com/0ad/0ad/wiki/TechnicalArtRequirements
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Hyrule implemented it a while ago. Dunno if @Perzival12 kept it.
Attack.prototype.trueDamageSchema = "<optional>" + "<element name='TrueDamage' a:help='Damage that ignores armor and magic resistance'>" + "<ref name='nonNegativeDecimal'/>" + "</element>" + "</optional>"; // HC-End
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Hello, yes this is a regression we're sorry for the inconvenience
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Permanent creation of units
in Help & Feedback
Posted
Hello @seregadushka and thank you for sharing your opinions about this feature. As mentioned earlier in this thread, we value feedback, but we're never in capacity to address it all due to lack of sheer developer resources. That's why we usually encourage those who can to go the developer route or to find someone that can, because that makes changes much more likely to happen.
I understand this is frustrating, but that's just how it works. Everyone here is doing things for free on their free time so no one can really be forced to do anything. As you saw in this thread what seems to be the biggest pain point you have in the game is inconsequential for some (but surely not all) other players. Everything here is about balance and compromise.
Now to address your concern itself it was discussed at length in the past, and the developers made the choice to go one way and autociv (the mod) went the other way.
Relevant links with documentation under the form of discussions