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Posts posted by Stan`
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If you replay the match, does it crash?
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On 09/09/2025 at 3:13 PM, Deicide4u said:
I think I know why. The release version comes with cached files inside the "public.zip" file. SVN version doesn't have these pre-cached files, they need to be cached on the fly.
Once they are cached though, you're good. You can open a few maps with svn and the units demo map, that should load most of the textures.
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I suppose it's due to the nature of the project and the fact not all worked on features are part of the next release (cause not reviewed) and backlog tickets are supposed to be up for grabs.
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If it's a GUI only thing, it could be as easy as to go to all the place Gauls are displayed and calling another custom Player.js method you would have created e.g. GetSpecificName()
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4 hours ago, Khadappe said:
I'd be happy to help post content or manage replies. Got some experience with community pages and keeping things active, plus I check in pretty often throughout the week.
Mostly we don't have enough content to post regularly
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Yeah anims will go OOS if any parts of the model don't have them this is because they are made of many small pieces. Not sure why they didn't get the attack anim or why noone else noticed.
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Else invert G
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https://gitea.wildfiregames.com/0ad/0ad/wiki/NormalMaps
Terrains use opengl normal maps though.
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37 minutes ago, cephalotus said:
It seems that since the release of A27, selecting actors in Atlas using Alt+Select (as usual) doesn't work at all. I was searching a bit and I didn't find anyone discussing the problem, so my question is if this is a known issue or I'm missing something. It's pretty unfortunate, because I'm unable to make my own maps currently. I tested it on two computers, both running on Linux Manjaro, and it's not working on either of these, but it worked on A26. The recent patch release didn't fix the issue.
It is not a known issue as far as I am aware so thanks for reporting. Could be because arch and manjaro use sdl3 rather than sdl2. Maybe @hyperion can reproduce
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2 hours ago, wowgetoffyourcellphone said:
I imagine a few frames between states would be nice as a transition. It would have to be done procedurally since it would be too difficult to create the hundreds of transitional animations by hand that would be required. Just let the engine do it within some constraints.
I believe @Wijitmaker and I last spoke about this a thousand years ago.
Sadly the engine has no knowledge of the previous anim, it only knows the current. Usually in Engines, the animation choices is a state machine that defines how to go from one anim to the other. We have no code nor UI to do either.
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By interpolation you mean animation blending?
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13 hours ago, Player of 0AD said:
1. yes, aka consular bodyguard. only roman champ cav unit.
2. nopeIf it's not the settings do you have a stack trace ?
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Can you try with full graphic quality? Could be a setting related crash.
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2 hours ago, Player of 0AD said:
Place a roman champion cavalry unit on the map: Atlas crashes completely
OS: Linux
Happens both for self-compiled and AppimageIs this a unit you can create in the game? If so, does it crash in the game.
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I don't understand, even if I made the path not hardcoded it would only point to one place, so that would be the same as just overriding the file no?
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That would be @Dunedan these days.
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Actually either
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Rename and let the game install it
- Rename ResetSeed.zip to ResetSeed.Pyromod
- Double click, the game should open
- Enable the mod, save, and restart the game
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Drag and drop the zip
- Open the game
- Drag and drop the zip on the game's window
- Enable the mod in the mod selection
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Copy the zip into the right location
- Copy it to
mods/ResetSeed/ResetSeed.zip
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Extraction (Least recommended)
- Extract the mod
- Put the contents in :
mods/ResetSeed/*
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Rename and let the game install it
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29 minutes ago, Atrik said:
Yes that's exactly the symptoms. IIRC I've already been that player who slows the game and I didn't experience any lag, not network, nor pc. Every time this happens, the buggy player doesn't believe others when they say he is lagging ("My cpu is at 15%" "I've just run a speedtest"). But kicking him out clearly solves the issue. It really happened to a very wide variety of players, and with enough occurrences to believe it's a bug of the game rather then any external factor.
How do you find out which one is slowing the game ?
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They are text files so in theory you can.
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4 hours ago, Jackerino said:
Here it is; not sure how helpful it'll be though, but it's resulting in an infinitely looping crash that causes the crash pop up to flood my PC until it crashes
Seems either the file isn't the one that happened during the crash (it's overriden each time you start the game) or that it doesn't even have time to log the error.
4 hours ago, Jackerino said:Note: Changing the shaders so that they use a separate material without AO does fix the crash. Thank you for the pointer!
If you want to use AO you need two UVMaps on your mesh
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1 hour ago, Essential Strategy said:
It seems the flatpack version sets the mod folder on another path. I had to search for it manually through my file manager and found it, and worked.
Could you share the path, maybe it could be added to https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths.md
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Hey @Jackerino
I would need to see the mainlog.html. Or at least see the actor file. The only things I know that might crash badly atlas would be
- Using AO with one set of UVMap
- Using AO with animated meshes
- Something else, but I need the mainlog for that.
Adding storylines to scenarios and campaigns
in Game Development & Technical Discussion
Posted
This would help with trailers
We only use the cinematic features for camera controlling purposes.