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Everything posted by Stan`
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Usually when you use rustup it either installs it itself in path or you have to edit your bashrc. Could also be you installed the wrong toolchain.
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Atlas - Problem with placing vegetation on steep slopes
Stan` replied to Vantha's topic in Help & Feedback
Batching can mean many things but IIRC in our case we're just ordering the models so that we render them one by one by texture combination in order to save some time copying textures and mesh data to the gpu buffers. While instancing would mean that if you have 6 identical barrels to render they can be rendered multiple times with different transformations (position, rotation, scale) and material properties in a single draw call instead of 6 -
Atlas - Problem with placing vegetation on steep slopes
Stan` replied to Vantha's topic in Help & Feedback
As mentioned on the ticket I believe we do have batch rendering, but not instancing. I could not get instancing to work from previous work from @wraitii sadly. It can be picked up at https://gitea.wildfiregames.com/Stan/0ad/src/branch/GL_ARB_Instancing/ (anyone feel free) This will significantly reduce the number of drawcalls, but it might not make a big difference, since we have a lot of different models. Might work with the limit variation option. -
Can you enable the public (0ad) mod at the bottom ?
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Atlas - Problem with placing vegetation on steep slopes
Stan` replied to Vantha's topic in Help & Feedback
It would be nice to be able to override this as well in the <prop tag as well> -
There should be a button on the right you click there and then the terms will appear. Once you accept enable feedback will be enabled
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Can you clarify ? Did you accept the terms ?
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After Ubuntu Upgrade mouse cursor is do not lineup
Stan` replied to magnitudevector's topic in Help & Feedback
Would be interesting to know if you have the same issue with other games using the sdl like super tux kart, battle for wesnoth, warzone 2100 -
I see, thanks for the explanation. On Windows this is less likely to happen since the game keeps an exclusive access to the files it uses. E.g. you would not be able to override the public mod while the game is running. If bad things like this does happen though it might be nice to have an issue tracking that. The reason we do not install it there but rather in %LocalAppData% which resolves to C:\Users\yourname\AppData\Local is not all users have admin rights and are able to put it in program files. Also I imagine the game might have some issues with the space in the folder name
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Any reason not to use the -writableRoot param ? This would store all the files installed and created by the game in the corresponding app folder. That's what the portable version of 0 A.D. uses.
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After Ubuntu Upgrade mouse cursor is do not lineup
Stan` replied to magnitudevector's topic in Help & Feedback
Thanks for testing. Do you know use Gnome/Mutter? If you do, you might try a different DE. -
@zyli can you please upload the replay as well ?
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Everything is down currently sorry for the inconvenience
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The diff https://code.wildfiregames.com/D1905
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IIRC Silier had a patch that allowed hiding the vision depending on terrain. Not sure it worked with walls though.
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After Ubuntu Upgrade mouse cursor is do not lineup
Stan` replied to magnitudevector's topic in Help & Feedback
0.27 does not exist yet. Have you tried the native package ? -
Revision Log not updated on 0AD Homepage
Stan` replied to Grautvornix's topic in Game Development & Technical Discussion
It would be nice indeed but there is a Gitea bug https://github.com/go-gitea/gitea/issues/33291 -
To be honest, its really not that many. The situation could be greatly improved without removal with: better organizing map categories like I tried to do ("Default" category problem), and folding 2,4,6, and 8 player versions of skirmish maps into one map. I think the redundant maps could be removed entirely, and maybe some of the niche maps like snowflake sea rocks could be a good fit for community maps. Maybe I misread but are you advocating for removal without advocating for it ? I'm confused. It's not that many yes. But if you consider ten maps per alpha updated with an alpha every year that's still about 25 years of upgrade. My point isn't to burn all maps and start again. It's just let's consider the fun and most played maps and make them the prettiest we can and keep the rest in the community mod for people who need more. Hiding maps behind options is as good as putting them in a mod IMHO. It also makes the download smaller which reduces costs with the bandwith and our finite server space. Also most scenarios are broken and not really playable. A three map campaign by @Vantha would be a much better advertisement than 70 maps Another problem we have is that most people making videos always pick the worst looking ones which is terrible for the game's image >< (Ducks behind the alpha label)
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We have: 81 random maps. 74 Scenario Maps 2 Tutorials 77 Skirmish Maps If one uses the Replay Pallas as data for MP games, 80% of the 800 or so replays there use Mainland or Mainland Balanced. This is a great idea. Take out all the maps you believe don't have the necessary standard for 0ad and put them in a mod. If someone desperatly misses them, they can install the mod. If nobody misses them, the mod just won't get downloaded. My plan originally was to ask @andy5995 to put them in the community maps mod. So keep say 40-50 in the game and the rest into that mod. Scenarios that are used to test or debug the game would go into a special mod yet to be named Demo maps would go in a mod for modders. A24 also had a shitton of features. I've seen a few pople working on differientating civs again. Interestingly though the reason all civs have those three new buildings (and yet not the artillery towers was because we didn't waste the art I believe it was one of the biggest reasons civs lost differientation along with the people pushing for historicality. We had a weird combo on that alpha.
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Increasing social media markting effort for 0ad visibility
Stan` replied to Darkcity's topic in General Discussion
Well flatpak doesn't do any releases between major ones so yeah they have to compile. -
Welp physical violence threats is probably were this should end. Locking this thread.
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Hey I did a reasonable chunk of the A25-A26 porting for the mod I've added you on Discord. Ping me if you need help. There are some migration scripts here https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts
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Nah it's only extracted manually. Same for the website. The numbers I gave elsewhere are still accurate. About 1500 players play the game every day. Some still play A23 Maybe @vladislavbelov will have time to update the site after the release.
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Yeah formations are only kept on short distances, you can make it do what you want by giving small orders. Attack Move is a command check the hotkeys.