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Stan`

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Everything posted by Stan`

  1. Nope C'est propriétaire. C'est une des raisons pour laquelle on ne l'utilise pas officiellement.
  2. Vlad told me he'd do the rebase. I haven't asked since. Well yeah it sucks, but unless I can review those patches I'm not sure I can do much. Now technically if they are atomic it should be pretty obvious if they are correct. The utf16 one is slightly out of my reach. I don't even know if we have good tests for it.
  3. Not yet. See: https://code.wildfiregames.com/D4085 (Of course point is moot if we move away from Phab, but one fire at a time) Well it's better if you do, but if nobody touched the files you changed you should be fine.
  4. It's out of millenium's timeframe but it looks nice
  5. Hi Pixel24, Did you try to open port 20595 ?
  6. Does alt enter do anything ? It's really strange that pyrogenesis or 0ad doesn't show up. Maybe zeroad ?
  7. You could ask Itms to give you permission over the modio mod if he can
  8. Well 3GB or (Go) are bigger than 500MB or (Mo) (I'm french too:))
  9. Sadly a poll on the forums would probably be really biaised.
  10. I believe there is a wounded unit shortcut you can use to select them.
  11. Yeah it was reported somewhere else. @Angen, do we have a ticket ?
  12. What does ps -aux say ? Could be named 0ad on your system.
  13. https://videos.pair2jeux.tube/c/play0ad/videos
  14. 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)
  15. Alright. That seems like a fair amount of patches to review. Btw I'm a bit worried about the lack of response on the compressonator library. It was the same with NVTT in the past. I'm currently considering extracting nvtt bits and ditching the rest of the lib.
  16. Hit me up if you need anything. Maybe @vladislavbelov could review your patches.
  17. See https://trac.wildfiregames.com/wiki/Changelogs it links svn revisions to Alpha versions rP21946 would be A23b
  18. 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?
  19. As long as @fabio keeps updating it you should be fine
  20. 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.
  21. Do you have replays for those ?
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