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Posts posted by Stan`
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I suppose your best best would be to dig up the code for the autociv mod, or one of its successors. However because the code is gonna be running on all the players, you gotta be careful with not creating a loop.
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Level or details. The game allows you to switch between detailed and not detailed models
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I hope you're using the version that includes Lods for performance
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On 16/09/2025 at 8:45 PM, Ancient Naturalist said:
Is there a way to export a grayscale elevation image from the editor or directly from the .pmp file so I can continue working on it?
Thanks in advance for your help!
Not that I know of, but it should be possible to write a python script that reads the height map and generates a texture. I wrote an importer for PMP in Godot that way.
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EDIT: Just realised TUN is @The Undying Nephalim
The persons who did most of the coding were @Exodarion and @Askarus
Updating components can be a bit tricky.
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11 hours ago, Perzival12 said:
I had tons of difficulty finding them, and felt that I should make my own version.
Why is that ?
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Oh wait didn't see the out of memory. You probably reached the 4GB limit...
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3 hours ago, Perzival12 said:
Hey, so I recently installed 0ad Alpha 27, but it gives me a warning when it turn it on: "llvmpipe (LLVM 19.1.7, 256 bytes). If possible install a proper graphics driver for your hardware."When I play a match, it moves very slowly, so the game is basically unplayable. Now, I am having trouble installing the newest graphics driver for my computer, and I was wondering if there is an easy way to change the graphics settings so the game preforms normally, or if anyone knows an easy way to install a new graphics driver on Linux.
Mmh llvm pipe is usually when you're playing in some kind of virtualized environment like a VM, is this the case ?
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12 minutes ago, Vantha said:
something like this mockup:
This would help with trailers
We only use the cinematic features for camera controlling purposes.
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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.
Adding new models: Got this error
in Game Modification
Posted
Hey @Perzival12 The game automatically detects the skeleton of a DAE, using the files in art/skeleton. If there isn't any matching the structure from your new mesh, it will fail.
I have a python script to generate the skeleton from a given DAE file. https://github.com/StanleySweet/0AD-Skeleton-Generator