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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. It's fine but we should tell him.
  2. I need the files mentioned there to debug. use https://trac.wildfiregames.com/wiki/GameDataPaths to find them.
  3. I see no comments about enabling graphics though Also some people said it looked as bad as AOM
  4. 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.
  5. 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
  6. So you don't have that folder? You could try deleting 1 and running 2
  7. This file is too old. Too much has changed. the problem isn't in the C++ side but in the shader side.
  8. @Silier @Grapjas do you know if it's a GUI bug?
  9. 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
  10. Merged in the original thread. Please do not create new threads. This is a low priority and a hard bug to fix.
  11. No log file, it's from where you copy pasted.
  12. That's not the error It should be higher in that log
  13. Can you show the full log? I had to clean workspaces completely for it to work.
  14. @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.
  15. Hey, Another reported a similar, yet more extreme issue here. @Silier suggested this thread https://discussions.apple.com/thread/251999184
  16. 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 ?
  17. Mmh so looped rope on the end of leather strap. Could be a nice icon with a good concept
  18. 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.
  19. 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
  20. 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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