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Posts
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Everything posted by Stan`
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It's fine but we should tell him.
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I need the files mentioned there to debug. use https://trac.wildfiregames.com/wiki/GameDataPaths to find them.
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I see no comments about enabling graphics though Also some people said it looked as bad as AOM
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Thanks for the initiative!
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Interesting. I have on Intel and Nvidia. Yes as I said in the text above, this is with the "fixed" shader. Here is without the fix notice I had to rotate my camera to trigger the bug.
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You need to play with GLSL on and Water Settings set to max. It seems to be particularly visible on that map. I have a hack that fixes it, but it makes no sense so it cannot be committed
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This file is too old. Too much has changed. the problem isn't in the C++ side but in the shader side.
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@user1 can you look?
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@Silier @Grapjas do you know if it's a GUI bug?
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Have you tried running make clean? in the gcc folder (Sometimes it's dumb and tries to start again from an existing build thing which is completely invalid) glad/gl.h is in libraries/source/glad
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Did you update workspaces?
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Merged in the original thread. Please do not create new threads. This is a low priority and a hard bug to fix.
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No log file, it's from where you copy pasted.
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That's not the error It should be higher in that log
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Fix elephant archers and bolt shooters pls.
Stan` replied to LetswaveaBook's topic in Gameplay Discussion
https://code.wildfiregames.com/D2494 -
Can you show the full log? I had to clean workspaces completely for it to work.
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@badosu Thanks for sharing, and say hi to Floris for me Just a quick not because I browsed the BAR channel looking for 0 A.D. you can @me there when you have questions, or someone does, like for those trees.
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Hey, Another reported a similar, yet more extreme issue here. @Silier suggested this thread https://discussions.apple.com/thread/251999184
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Resource regeneration
Stan` replied to MirceaKitsune's topic in Game Development & Technical Discussion
We have to be careful with the currently very biaised visions of druids in pop culture I did at some point want to have a root tree in middle of tree patches that would keep up with the trees around it and plant new ones. I believe however that you can do that on a unit that hasn't got unitmotion @Freagarach ? -
Mmh so looped rope on the end of leather strap. Could be a nice icon with a good concept
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Attack-ground: include in A26 or not?
Stan` replied to real_tabasco_sauce's topic in Gameplay Discussion
That's the current attack ground patch with "planned changes" status. You define a zone (no control over the radius) and units shoot aimlessly in there. Main use would be a narrow pathway. -
Here is my current test status to migrating to git. file.sh/.cmd is to migrate, gitmirror contains a gitignore and gitattributes which are sadly ignored and must be a regexp authors contains the list of contributors, haven't filled all the emails yet not sure whether I should. Question is also what do with Phab links (references to #ticket should still work with gitlab) and whether to keep the metadata. git-migration-test-bed.zip
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Initial git migration plan included md5/sha1 checks to prevent useless downloads. I think if we go the “launcher/updater” route it should be the mod mod, not an external program. git lfs import -y seems to work well enough and indeed only the .git contain binaries. If we remove all the file in binaries/system from history I'm not sure 5GB is that much to download, but I live in Europe and internet is cheap.
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@Genava55 might know maybe