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Stan`

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

  1. Someone reported "I couldn't neither capture towers nor select troops or building once game ended.", could someone confirm.
  2. You don't need it anymore. Only when playing the development version.
  3. ChatGPT has the entire code for 0 A.D. (2021 code at least) in his memory. So in theory it can. I guess the issue is that it did not ingest our forums. But you can give it some code from 0 A.D. and ask him about it
  4. Did you have mods installed?
  5. You should look at how the barter component works in simulation/components/Barter.js, probably a little bit at guiinterface, and very likely in gui/session.
  6. Do you have vsync on? In theory once installed 0 A.D. can run on a flash drive with the -writableRoot flag. The reason it's in appdata is permissions. EDIT: Fixed the x86 link ^^ filename should be x86_64 but I named it x86_x64. And actually it doesn't work on 32 bits so it should just be x64.
  7. It did not. They prefered to fight directly. https://www.quora.com/What-prompted-Sparta-to-finally-build-defensive-walls They only did start building walls when their forces dwindled.
  8. That's so they don't get the malware warning that now prompts them to send the application to the trash. It's now fixed so you should be able to test.
  9. It's a bug probably (as in nobody bothered to implement it), but they have no effect.
  10. Your tests are a bit flawed. Arb disables fog, postprocessing, high quality water and shader effects. Shadow filtering is different and more expensive in other modes.
  11. @Yekaterina Can you make sure you have the same options enabled, just for comparison fairness? E.g arb disable a lot of options. Thanks for testing.
  12. You need to compile the shaders yourself or use the 0ad-spirv mod on mod.io. or you can use the tarballs instead of compiling from source. Right now the framerate is more stable with it. Macos users on M1 (when I finish to understand why signing is such a nightmare) might see a 200-400fps increase on some maps.
  13. It's possible @Dunedan actually proposed to do it iirc but I thought that would cause a public outcry.
  14. You can already use json data in random maps see => https://github.com/0ad/0ad/blob/bbae4080acaf09e2716cde8027c7a3c2cd3eaff4/binaries/data/mods/public/maps/random/elephantine.js#L1 You can probably bind the tree data to existing assets (you won't be able to import actual geometry though)
  15. That seems to be because of that bar at the top, you could try borderless.fullscreen = false and highdpi = true. Or just use gui.scale=1.5
  16. Here is the first 'Release Candidate' of Alpha 27 - Agni Downloads - Current bundles are for SVN revision r27645/bbae4080acaf09e2716cde8027c7a3c2cd3eaff4 Linux data and build Windows MacOS Builds currently unavailable due to signing issues. You can only test the installer but the game will not run. macOS (x64) macOS (ARM) Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A26 config file somewhere, ideally. or use -writableRoot. What changed: Alpha27 – Wildfire Games How to port my mod PortA26ToA27 – Wildfire Games What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Upload your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Test Vulkan performance. Enable feedback and see if it works (Main menu) See this video Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Connect to and use mod.io Test replaying new games Test multiple game modes (e.g. Regicide) Test Atlas terrain previews. Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
  17. What's your recommendation exactly?
  18. If you want them to shoot independently yes. If not no. So for instance it wouldn't be able to shoot from both sides to different targets. It would shoot the same one. It doesn't have to be 100 turrets it could be two one on each side.
  19. It's possible that an actual bug was introduced with all the changes to walls.
  20. Sadly anything above that 10.14 also triggers random unpredictable lags with the game causing massive frame rate drops and huge ram and swap usage (up to 29GB last time someone let it run) And diagnosing that is tricky at best.. IIRC 10.13 might be enough. For Windows we'll see but we're not ready any time soon.
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