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Stan`

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

  1. Plans yes, what will happen may vary, as they were supposed to be included in A24 (had to fix the innacuracies, didn't make it in time), A25 with the fixes didn't get there in time, so who knows
  2. 0 A.D. release names start with the letter of the alphabet that corresponds to the release version. Alpha 22 was Venustas, Alpha 23 was Ken Wood, Alpha 24 was Xšayaṛša, Alpha 25 was Yaunā and Alpha 26 will start with a Z ! As with previous releases, we give everyone the opportunity to propose release names. Let us hear your best proposals!
  3. Wildfire Games, an international group of volunteer game developers, is happy to announce the re-release of 0 A.D. Alpha 25 “Yaunā”, the twenty-fifth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. This version is a maintenance release. Gameplay remains untouched and both versions of Alpha 25 remain multiplayer-compatible. We strongly advise you however to upgrade to benefit of the following fixes: Ranked matches did not longer grant points in the lobby. Mod installation no longer require restart. Mod installation no longer prints errors when installing mods by double-clicking Mod installation now overwrites the existing mods to allow for easier updates. Fishes are now easier to spot on lowest settings with the addition of seagulls. The team wishes to apologize for the inconvenience and hopes you will be enjoying your time playing 0 A.D: Empires Ascendant.
  4. @Freagarach @wraitii @Angen know better than me. I suspect it's this code https://github1s.com/0ad/0ad/blob/HEAD/binaries/data/mods/public/simulation/components/UnitAI.js#L2668-L2669
  5. I guess it could require town phase yeah.
  6. Didn't we add new ones I saw new metal and new stone models ?
  7. Well if you want to make new textures. I thought the yellow veins were enough. @wowgetoffyourcellphone thoughts ?
  8. One could add a debug in production queue to see how often it gets called in practise
  9. Nothing here ? https://trac.wildfiregames.com/wiki/Rmgen_Library Would be nice to expand it Ping @FeXoR
  10. To show pretty water/ugly water.
  11. Hi @The-Razeth Thanks for the report. Does it also happens with 0 A.D: Empires Ascendant Alpha24 ? If so, you can either download the following redistributable → https://www.microsoft.com/pt-BR/download/details.aspx?id=48145 Either @wraitii or Mozilla introduced an incorrect dependency when building Mozilla SpiderMonkey, forcing that dependency. It's unlikely it'll be fixed by the re-release. To fix this Firefox copies the dll manually in their folders...
  12. Well I've seen some people generate some html output to test things out (it's js after all) but you'd have to write a nodjs backend or something. I believe random maps have hotloading so you should be able to test things on the fly while the game is running.
  13. We don't use the SDL to pick audio devices (We use OpenAL). I think the only usage of the SDL in the sound engine is SDL_Delay. I'd like the thread to be moved to the thread pool in A26 to remove that explicit wait. See https://code.wildfiregames.com/D3877 for the initial plan.
  14. Godot was a commercial project at the time IIRC.
  15. Thanks for the questions, will try to answer them during the stream.
  16. Make sure you don't miss Tom0ad's next livestream about 0 A.D. Like the previous one (https://www.youtube.com/watch?v=5NjTHd26l40), you'll be able to discover the new Alpha 25 release, and hear from Stan about how the process of creating the new Alpha went. https://www.youtube.com/watch?v=jhIOUv0vVw0 Hope to see you all there!
  17. https://github.com/0ADMods/no-blood-and-gore-mod/releases/tag/1.0.2
  18. Well the idea is for it to be visible, so usually yes. You can be creative with it though. (Note you used the Kushite flag)
  19. Yeah anyway adding flags to houses is not hard, I'll see if I can do it for A26 or teach someone how to do it. It's basically: - Import Dae in Blender (make sure to click import units (Some models might not import (correctly or at all) or reset all prop points be careful) - Add a new empty object (shift +a) - Rename it prop-garrisoned or prop_garrisoned (game doesn't care) - move it to the correct location - parent it to the building Ctrl + P with both selected and the structure as active (light yellow) - Export back. - Update the actor to use props by adding <group> <variant name="ungarrisoned" frequency="1"/> <variant name="garrisoned" frequency="0"> <props> <prop attachpoint="garrisoned" file="path to flag"/> </props> </variant> </group>
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