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Posts
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Posts posted by Stan`
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2 hours ago, Arup said:
WHY DO YOU SAY SUCH A BIG THING SO NONCHALANTLY?
Cause it doesn't change anything until it's live. if life gets in the way or it is never finished, then it's as good as not being done. Initial work on that started years ago...
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Also @victorcrimea is working on dedicated servers.
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For the next version you should package it with the game's archive builder. Since you're on github you can automate by adapting this action https://github.com/0ADMods/ponies-ascendant/blob/master/.github/workflows/ponies-ascendant.yml
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@Tapothei I'm slowly going down the mod review queue (there are more than 30 in the list) should I archive your mod then ?
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The mod is live.
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Yeah but it's not implemented
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2 hours ago, Perzival12 said:
Wait, was this updated to R28?!
Yeah I've updated the scripts and ported that mod to test. I need to publish 28.1 on mod.io
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I don't think it was. Cc @vladislavbelov @hyperion
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Yeah I probably should save some keystrokes but I'll repeat it again here:
- We are not ready for the influx of new players, on a forum/lobby moderation standpoint.
- We are not ready for the influx of new players with the current mod situation
- Regarding licensing we can't link with the steam api directly we would need to make a launcher.
- We haven't looked yet into the specific of submitting a cross platform game.
- We need to take what happened other games that did https://ftp.fau.de/fosdem/2020/K.3.201/gamedev_spring_steam.mp4 into account
Regarding auto updates, the game is now on the Windows Store https://apps.microsoft.com/detail/9n5vvjr2dz9w?hl=fr-FR&gl=US which i believe supports it.
I've merged this conversation with the other one.
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De is now available through mod.io
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@Caterina do you use mods ? If so it is really likely one is not compatible with the new version.
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Hello, the mod is now available on mod.io and through the mod downloader. In the future refrain from using 0ad>=0.28.0 as it causes issues (You cannot guarantee what will happen in the future)
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Wonder if all those new maps could be part of @andy5995's community maps mod
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Try to to git-lfs pull maybe Basically the issue is that your fork needs to be updated, because new art assets were pushed on main.
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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-
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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


The Return of Hyrule Conquest...My Revival of The Undying Nephalim's mod
in Game Modification
Posted
Ah my bad It's an A27 mod signed for R28 --' Shouldn't do too much when I'm tired
EDIT: Fixed.