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Everything posted by Stan`
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Can you check what's in system_info.txt and userreporter.txt ?
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Well 3GB or (Go) are bigger than 500MB or (Mo) (I'm french too:))
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Sadly a poll on the forums would probably be really biaised.
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Did you make a typo in the above post?
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I believe there is a wounded unit shortcut you can use to select them.
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Yeah it was reported somewhere else. @Angen, do we have a ticket ?
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Game apparently crashed but I can't get out of it ?
Stan` replied to LienRag's topic in Help & Feedback
What does ps -aux say ? Could be named 0ad on your system. -
https://videos.pair2jeux.tube/c/play0ad/videos
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Well changing it is probably a matter of replacing a positiveinteger to positivedecimal in one of the simulation scripts. However it might appear weird on the GUI (e.g with a ton of decimals)
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See https://trac.wildfiregames.com/wiki/Changelogs it links svn revisions to Alpha versions rP21946 would be A23b
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I suppose that with the recent flat design and lack of icon character, it's easier for people used to it to get used to such an interface?
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Game fails to launch - Assertion failed: "!m_Worker"
Stan` replied to MrBrightSide's topic in Help & Feedback
As long as @fabio keeps updating it you should be fine -
Hello, To be able to add new textures to the game you need to create a mod. You can see wiki:ModdingGuide for reference. Then you need to create the following directory structure art/terrains/{your_biome_name}/ This folder will contain all the terrain types. You need a file called terrains.xml in that folder. Here is an example. <?xml version="1.0" encoding="utf-8" standalone="no"?> <!DOCTYPE Terrains SYSTEM "/art/textures/terrain/types/terrains.dtd"> <Terrains> <Terrain groups="{your_biome_name}" /> </Terrains> Here is an example of a terrain file <?xml version="1.0" encoding="utf-8"?> <terrain> <textures> <texture name="baseTex" file="types/{your_biome_name}/{your_texture_name}.png"/> <texture name="normTex" file="types/{your_biome_name}/{your_texture_name}_norm.png"/> <texture name="specTex" file="types/{your_biome_name}/{your_texture_name}_spec.png"/> </textures> <material>terrain_norm_spec.xml</material> </terrain> Then you need to create the following folder art/textures/terrain/types/{your_biome_name}/ and put your textures in them. In the end you should have something like: art/terrains/{your_biome_name}/{your_biome_name}_{your_terrain_name}.xml art/terrains/{your_biome_name}/terrains.xml art/textures/terrain/types/{your_biome_name}/{your_texture_name}.png art/textures/terrain/types/{your_biome_name}/{your_texture_name}_norm.png art/textures/terrain/types/{your_biome_name}/{your_texture_name}_spec.png mod.json IMPORTANT: The name of your XML file must be unique, or it will conflict with existing textures.
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Do you have replays for those ?
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I guess the modern trend is clarity over beauty and consistency over variety/realisticity.
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Hello what do you need help with exactly?
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Game fails to launch - Assertion failed: "!m_Worker"
Stan` replied to MrBrightSide's topic in Help & Feedback
Seems to be a problem with snap... https://forum.snapcraft.io/t/some-snap-apps-no-longer-starting-up-on-amd-laptop/26403 Do other games like supertuxkart run ? I mean using an Ubuntu Personal Packaged Application. You can use them to install the latest version of 0 A.D. sudo add-apt-repository ppa:oibaf/graphics-drivers Alternatively you can also use a Flatpak -
Here are the list of all the Config values I could find in the C++; Note tinygettext.debug is in that list https://trac.wildfiregames.com/ticket/6333#ticket but not in default.cfg Don't think you can. Copy pasting from a text editor will work though. In general you should use user.cfg /** * Namespace priorities: * - Command line args override everything * - User supersedes HWDetect (let the user try crashing his system). * - HWDetect supersedes mods & default -> mods can mod hwdetect itself. * - SYSTEM is used for local.cfg and is basically for setting custom defaults. */ enum EConfigNamespace { CFG_DEFAULT, CFG_MOD, CFG_SYSTEM, CFG_HWDETECT, CFG_USER, CFG_COMMAND, CFG_LAST }; void CONFIG_Init(const CmdLineArgs& args) { TIMER(L"CONFIG_Init"); CConfigDB::Initialise(); // Load the global, default config file g_ConfigDB.SetConfigFile(CFG_DEFAULT, L"config/default.cfg"); g_ConfigDB.Reload(CFG_DEFAULT); // 216ms // Try loading the local system config file (which doesn't exist by // default) - this is designed as a way of letting developers edit the // system config without accidentally committing their changes back to SVN. g_ConfigDB.SetConfigFile(CFG_SYSTEM, L"config/local.cfg"); g_ConfigDB.Reload(CFG_SYSTEM); g_ConfigDB.SetConfigFile(CFG_USER, L"config/user.cfg"); g_ConfigDB.Reload(CFG_USER); g_ConfigDB.SetConfigFile(CFG_MOD, L"config/mod.cfg"); // No point in reloading mod.cfg here - we haven't mounted mods yet ProcessCommandLineArgs(args); // Collect information from system.cfg, the profile file, // and any command-line overrides to fill in the globals. LoadGlobals(); // 64ms } As you can see, user.cfg is loaded after local.cfg overwriting all the changes. The dev.cfg file is used to detect a development copy. From a quick glance it has two usages 1) Allow developpers to save maps in the current mod rather than in the user mod 2) Allow to use the long string locale in the game to test if the text fits everywhere.