Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    18.231
  • Joined

  • Last visited

  • Days Won

    593

Everything posted by Stan`

  1. 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 ?
  2. Mmh so looped rope on the end of leather strap. Could be a nice icon with a good concept
  3. 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.
  4. 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
  5. 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.
  6. I really don't think Perforce and Plastic are the solution here. We've got the money for it, but it would be a shame to be dependent on proprietary software. At least they seem to support multiple platforms. I guess it would be a nightmare for maintainers to have to install such tools though. Still not convinced we actually need LFS or that the benefits outweigh the constraints. At the end of the day you'll still have to download binaries. Less of course, but still Git also has the advantage of being decentralized, where svn isn't which I think mean that if the server ever falls / fails we may lose the history. Maybe relevant: https://backlog.com/blog/git-vs-svn-version-control-system/ I'm not sure I said it before, but I'd really like to lessen my admin sys workload which is why I proposed to replace Jenkins, Trac, and Phabricator by Gitlab. And hence the reason I want to switch to git. I'm also for this.
  7. I thought it always had been the case. If you have a fix that doesn't break the shadow button in the actor viewer let me know. I never noticed that bug before. (The fact shadows turn on and off depending on which tab you selected)
  8. @s0600204< Thanks for chiming in! How do you feel about git, gitlab, splitting repos, basically the things mentioned in the thread?
  9. It's possible but that's a big change of meta. Also throwing javelins sounds hard.
  10. Haha my bad kind of default assumption these days. Although it happens on linux. See https://code.wildfiregames.com/D3475
  11. I must admit that is very odd... The non-archers civilizations shoot arrows from buildings. Devs, you are really should do something with that inconsistency. It's remind me Skyrim shooting with riekling spears from bow. I don't think this is such a big issue.
  12. Maybe https://trac.wildfiregames.com/wiki/SwitchingToYourPCsDedicatedGPU would help
  13. Yeah that was the original plan before the split from Celt to Briton/Gaul and Hele to Athen/Mace/Spart and Sele/Ptol it was a nice plan, although it could have lead to a very complex tech tree (which depending on what you like is a blessing or a curse)
  14. I think @psypherium made a good point about that in his video by saying inclusion wouldn't matter if we didn't have any assets for the hans or any of the other civs. We are not considering the yayoi Japan for inclusion because there are barely any assets, Lordgood never released the buildings. Han, Xiongnu, Zapotecs, Scythians have their own assets which make them eligible. The Kushites got in the game that way. In other words we are stripping potential fun away by not including a civilization that's probably more complete than a few of the 13 civs when they got in the game.
  15. You can restrict what buildings cattle can go in. But yeah ideally you could define on the building what bonus it gets and on the unit whether it gives the bonus. But that's not implemented. Probably not too hard.
  16. You can change that value only for corrals, by specifying a new value in the template.
  17. No need for tricks. You can add a flag in the mod.json to remove the check. In theory civs are picked before loading so it *might* work.
  18. Wildfire Games would like to thank to all the members of this awesome community and thank you for the continued support and patience. To continue spreading the word about 0 A.D. we designed those two best wishes cards, you can find the XCF template at the bottom for printing. card-templates.zip
  19. Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 26 (name to come). Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision r26108 (See below for updated bundles) Linux data and build macOS Windows Snap build is available at latest/edge Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. Changes: https://trac.wildfiregames.com/wiki/Alpha26 Points of attention: Acceleration Currently known issues: AI is slower to attack https://code.wildfiregames.com/D4391 Maurya palace triggers errors https://code.wildfiregames.com/D4392 Gui scale popup might close quickly https://code.wildfiregames.com/D4318 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 Update 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. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) Example video Connect to and use mod.io ( Try to download and install the linux libertine font) Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
×
×
  • Create New...