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Posts
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Posts posted by Stan`
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14 minutes ago, oSoMoN said:
Ouch… That explains it. I'll refrain from trying again in a while to give admins a chance to fix the issue then.
Can I be notified here when it's safe to try again? Thanks!
There is no ETA. For now your best bet is to keep trying. Hopefully you'll be faster than the dDOS IPs
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It would just be two replay website.
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8 minutes ago, oSoMoN said:
I tried again today, and the clone operation succeeded. The lfs pull one initially went through, and it pulled 1.8GB of objects before stalling and asking for a username. The last progress indicator was:
Downloading LFS objects: 35% (5308/15255), 1.8 GB | 12 MB/s
It doesn't really make sense to me that some objects could be fetched anonymously, while others require authentication. Or does it?
It starts requiring authentication when the server crashes.
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We reached 1000+ replays. Thank you everyone.
Should I split the replay pallas between 0 A.D. versions ? -
@Genava55 Any thoughts?
I only gave a quick look to the civilization. But I would hate for it to be a terrible representation of the civ.
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2 hours ago, Grapjas said:
You can override the impactActorLifetime in the Attack component. There is also a DelayedDamage component, which I used in grapejuice as a workaround at some point (not anymore though). You're going to have to test OOS cases yourself although im fairly sure when doing it through DelayedDamage component it wont OOS.
That's for impact actors not arrows, no ?
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6 hours ago, ShadowOfHassen said:
The flatpak is in its very last steps of being good. I don't have edit control to the wiki so could someone real quick edit the wiki so the flatpak doesn't things like "Unsupported" or community maintained, because it isn't now.
You can now edit the wiki
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20 minutes ago, ShadowOfHassen said:
The flatpak is in its very last steps of being good. I don't have edit control to the wiki so could someone real quick edit the wiki so the flatpak doesn't things like "Unsupported" or community maintained, because it isn't now.
I'll give you access when Gitea is working again :/
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2 hours ago, oSoMoN said:
I'm trying to fetch the code using the instructions:
GIT_LFS_SKIP_SMUDGE=1 git clone https://gitea.wildfiregames.com/0ad/0ad.git cd 0ad git lfs pull
Sometimes the clone operation fails, when it does it looks like the server replies with a 500 error.
When it succeeds, the git lfs pull operation blocks, requesting a username and password:
Username for 'https://gitea.wildfiregames.com':
If I input my username and password, I'm prompted again, and again (it's seemingly requesting them for every single file/object it's pulling).
Is this expected (i.e. is it not possible to get the source from git anonymously), or a known server hiccup?
It's possible it's just that Gitea is down right now. :/
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Could be Germanic Tribes?
We don't do gaul tribes though.
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You cannot open pmd/psa files with Blender yet.
You need to find the equivalent DAE file on the website, and you should be able to import most in Blender.
https://svn.wildfiregames.com/nightly-build/trunk/binaries/data/mods/public/art/meshes/
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38 minutes ago, Seleucids said:
The projectiles thrown around in battles stay on the ground for some time. This increases CPU lag and is unecessary. How can I change the time the system waits before it cleans up the ground? Thanks.
C++ ProjectileManager.cpp. would be nice to have configurable someday
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4 minutes ago, guerringuerrin said:
I know that at some point it is adding more work to the devs but perhaps an official WildFires' AppImage would be the best approach. I don't doubt the good intentions of the github user "0ad-matters" but it is understandable that someone might doubt whether he is not incorporating some vulnerability in our system by installing this package.
An official appimage is planned, but in the meantime I personnally trust @andy5995 We also made the flatpak official just a few days ago.
QuoteIn any case, since this is a free software development native to GNU/Linux environments, perhaps the best thing would be to officially announce the release when it is available in the repositories of, at least, the most important Linux distributions.
Afterall, having a new release that is first available with two clicks on Windows and MacOs before it is on Linux is a bit ironic.Yes, people can learn to compile and become better computer users. But this is a video game and the best strategy for spreading it is to not put obstacles in people's way.
Just an opinion.
It's as native on Windows than it is on macOS, BSD, Haiku and Linux. It's just that the distribution of the most performant version is a bit slower on Linux it's out of our control. We could wait for the maintainers to release but then just like when the trailer leaked, we'd get confusion in the lobby if they take 3 months like A26.
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Hey those are complex tools to add. So it's unlikely we'll have them in the near future. But thanks for the suggestion.
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4 hours ago, poised said:
yeah .. i'll have to adapt. it was good having them selected watching their health with the mouse hovering over their escape point
Are you on linux?
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Splat the thread.
Please keep this civil or the thread will be locked.
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Ah. This GPU does not support Vulkan on Windows, only Linux. Sorry :/
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First we need to find whether your GPU is Intel, Nvidia or AMD.
You could go in this folder- Open the Run command (Windows Key +R)
- Type %localappdata%/0ad/logs
- Press enter
- Select all files and make a zip -
56 minutes ago, Viokottus said:
No entiendo mucho de informática
, si te puede ayudar esto que me salió nada más arrancar el juego otra vez:
0.937) Warning failed to create a vulkan window: failed loading vulkan-1.dll : no se puede encontrar el modulo especificado
0.938) error unable to create device for vulkan backend, switching to GLOh your GPU (graphics card) doesn't support Vulkan it seems. Can you try to update your drivers ? I know it's a bit techy, we'll help.
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Oh sorry, I never replied. It's done
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34 minutes ago, Viokottus said:
Todavía se bloquea el juego en medio de la partida...alguna sugerencia para tratar de evitar que pase?
Gracias.
We need to know more about the crash, for that we need your logs with crashlog.txt, crashlog.dmp and the other html and txt files there. See ReportingErrors and GameDataPaths
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Does the game work with OpenGL? The map editor is stuck with OpenGL.
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https://flathub.org/apps/com.play0ad.zeroad was updated and verified yesterday. There is a little quirk on the version on that page which might be why you don't see it
creation tool in map editor !!
in Game Modification
Posted
Where did you put the new image ?