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Stan`

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Everything posted by Stan`

  1. It's possible, it was one of the features I and @Freagarach added.
  2. It's been implemented in ponies ascendant if memory serves. (Can't do both at the same time though.)
  3. Launching RC4 with above fix, should be available somewhere tomorrow And with that I think we're done for this version.
  4. @Angen reverted back to rP25707 New pikemen small shields. No running towards the enemy, but still towards the initial formation (I think that's fine) I've tried to play around with SetMemberOfFormation(controller); If I set it to INVALID_ENTITY formation doesn't run at all. Could be set in combat or something.
  5. If you are correct the only possible revision in rP25717 Removes FFP shader program. Fixes #5791 rP25716 Don't open the template viewer when in special input state rP25715 Add a hotkey to focus on the last attack alarm rP25714 Removes old gui_* materials, replaced by a single canvas2d material. rP25713 Replaces gui material by solid material in water waves rendering. rP25712 Switches ShadowMap debug rendering to canvas2d material. rP25711 Implements configurable cascade shadows. rP25710 Don't store the camera pointer in the minimap rP25709 Removes windows enumeration on Windows to retrieve HWND taking it from SDL and… rP25708 Further Pushing tweaks: more customisable, longer ranges. rP25707 New pikemen small shields. rP25706 Improve the UVMap of some old rocks. They were looking very weird with some of… rP25705 Fix some texture bug on tree_oak_new_c the uv was referencing some transparent… rP25704 Uses canvas2d material for line drawing instead of gui_solid. rP25703 [Windows] Automated build. rP25702 Cleanups rP25698 which fixes rP25695. Sprites can not be inserted twice. rP25701 Tweaks to the alpine RM biome rP25700 Update for the Steppe RM biome rP25699 Fix gamesetup player assignment issue when joining rP25698 Hotfix rP25695 is: rP25708 Further Pushing tweaks: more customisable, longer ranges. https://code.wildfiregames.com/rP25708 Allegedly fixed by rP25747 Fix speed glitch https://code.wildfiregames.com/rP25747
  6. For the record I've spent the past four months helping them migrate. They had modified and tweaked nearly every single component and didn't really remember where and what they changed. They've got about as many templates as we do which didn't help. I wrote a script to fix it but there were too many edge cases. Since the migration took too long and started to affect the Patreon of the project they had to release an A23B version to keep the people happy. If we had released more often this would habe been manageable but in this case backporting two years of development was a huge undertaking.
  7. In this case it's the opposite. In the video below, units move to the point, detect the enemy, run towards it, kill it, stop there, then run back to the formation controller. My understanding is that the formation controller should move but doesn't. Confirmed that the flag doesn't move triggering the run. Not a good idea. Else you could have A25 in two years
  8. Apparently it depends who you ask. The plan is that if it's not fixed at the end of the week, we will move on with the release. Balance is always broken anyway and can always be better; If we can't fix it by then, it's unlikely it'll be fixed soon anyway. Currently we don't know what caused it, we just know it was not visible in A24. If you want to help, you can try to figure out when it started occurring.
  9. Here is the third 'Release Candidate' of Alpha 25 - Yaunā We've entered Commit Freeze, which means we only now fix Release Blocker issues that we might yet find. Downloads - Current bundles are for SVN revision 25840 Linux data and build MacOS Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Map Generation Issues fixed Autociv not cancelled when buildings are captured by the AI fixed Units glitching when gathering praise in Delenda Est Segfault fixes on Linux Translation fixes and credits. Currently known issues: We've had a few crash reports. Please provide crash dumps or stack traces, when able. 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. 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) 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) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io 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.
  10. Well usually to automate something you need it to br reproductible.
  11. Nah they look good just didn't have much time lately
  12. If you are on macOS you have to run an extra step (Do it before update-workspaces.sh) You need to run https://trac.wildfiregames.com/browser/ps/trunk/libraries/osx/build-osx-libs.sh Only once (we're unlikely to change it before A26) So something like cd ps/trunk/libraries/osx/ ./build-osx-libs.sh -j13 Note that 13 is your number of cpu cores +1
  13. @Dunedan do you how it currently works? AFAIK it's a modified ELO system The lobby code now accepts PRs and is on https://github.com/0ad/lobby-bots
  14. Might be a prop of the ships already. Using A23 ships would mean using lower quality models.
  15. There is Conan, https://wildfiregames.com/forum/topic/26142-using-conan-to-get-windows-dependencies/?tab=comments#comment-376743 And of course what we're doing which is not really an approach
  16. Very much likely no. Having that behavior be consistent on all platform is probably a bit tricky. The problem is not there though. If the game allocates 4GB at start it's free to use it as it pleases. The problem comes if there is a leak somewhere and memory is no longer recognized to be usable or too fragmented.
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