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Everything posted by Stan`
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Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
You can play with the settings there https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/materials/player_water.xml We might need a special copy of this file as there are 12 other files using that material. -
What are you playing on? Desktop PC or Laptop PC. If it's a laptop can you force the dedicated GPU for the game ? See https://www.ubisoft.com/en-us/help/article/switching-to-your-pcs-dedicated-gpu-amd/000081033 And https://m.youtube.com/watch?v=MR5IIFlkTtY Off Topic: (We need a wiki page like this ^ )
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Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
It uses whatever the map settings are on the version you used. We don't support different types of water. Another solution is to use the ones on this page. A third solution is to replace the animated water texture by a flat texture with transparency. It will probably look bad and cost some performance though. -
Make certain colours transparent "on-the-fly"?
Stan` replied to Ceres's topic in Game Development & Technical Discussion
Why ? I's fixed now -
Addition of Han Chinese to 0AD
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
@Genava55 Indeed it's hard to keep track of everything. My biggest problems with civ design when it comes to art has always been the lack of cohesion of information. 60 threads of pictures everywhere with random discussion happening in the middle of them. I think @Sundiata managed to get it organised the best for the Kushites probably because there have been little other voices talking about it. Of course there are the civ wiki pages but those only describe units accurately most of the time. I think it could be beneficial to have an organised place to all of this, publicly editable but with reviews so people could make suggestions without it being a complete mess. They have to be removed from the han_china mod on Github before they are even included in the game. -
Start 0 A.D. directly into the mod selection screen?
Stan` replied to Ceres's topic in Game Modification
Just pass -mod=mod- 1 reply
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Which Units Are Best For Combating Elephants?
Stan` replied to Thales's topic in Gameplay Discussion
There are still some hardcounters for spear cavalry against other kinds of cavalry (1.75), and for spearmen against cavalry (3). -
Well technically we support attacking in formation it's just that the code is broken so it was disabled.
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Do note though, that auras can be slow.
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Okay, so first fun fact the script is marked as a POSIX shell script by the shebang (#!/bin/sh) but uses arrays pushd and popd which are not compatible among other features. Needs to be fixed. Then run the script noticed the skeleton errors. Other fun fact they are present in the packaging script just nobody noticed them (which ran on macOS) https://jenkins.wildfiregames.com/blue/rest/organizations/jenkins/pipelines/macos-all-bundles/runs/131/nodes/30/steps/31/log/?start=0 ERROR: art/animation/other/hele_trireme_fore_sail_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/other/hele_trireme_fore_sail_move.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_attack_melee.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_death.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_run.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_sit_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_trot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/gaia/tree_apple_top_e.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_f.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_g.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_h.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" WARNING: art/meshes/gaia/tree_apple_trunk_c.dae: FCollada 105: Polygons is empty. ERROR: art/meshes/gaia/tree_apple_trunk_c.dae: Exception caught while parsing a COLLADA document from file. WARNING: art/meshes/gaia/tree_apple_trunk_d.dae: FCollada 105: Polygons is empty. ERROR: art/meshes/gaia/tree_apple_trunk_d.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/props/camel_rein.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/hele_trireme_front_sail.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/skeletal/m_tunic_long.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" So I ran it on linux user@user-Surface-Pro-2 ~/0ad grep -ir error file.log ERROR: art/animation/other/hele_trireme_fore_sail_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/other/hele_trireme_fore_sail_move.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_attack_melee.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_death.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_run.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_sit_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_trot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/gaia/tree_apple_top_e.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_f.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_g.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_h.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_trunk_c.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/gaia/tree_apple_trunk_d.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/props/camel_rein.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/hele_trireme_front_sail.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/skeletal/m_tunic_long.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" user@user-Surface-Pro-2 ~/0ad grep -ir warning file.log WARNING: art/meshes/gaia/tree_apple_trunk_c.dae: FCollada 105: Polygons is empty. WARNING: art/meshes/gaia/tree_apple_trunk_d.dae: FCollada 105: Polygons is empty. I'm voluntarily excluding the iccp profile errors as they have been there for a while and so far have not caused much damage. But still any test of the Ptolemies camels or a naval battle should have caused errors right? Well, in theory yes... but perl checkrefs.pl --check-unused ... Unused file 'public/art/animation/other/hele_trireme_fore_sail_idle.dae' Unused file 'public/art/animation/other/hele_trireme_fore_sail_move.dae' Unused file 'public/art/animation/others/camel_rein_attack_melee.dae' Unused file 'public/art/animation/others/camel_rein_death.dae' Unused file 'public/art/animation/others/camel_rein_drop.dae' Unused file 'public/art/animation/others/camel_rein_idle.dae' Unused file 'public/art/animation/others/camel_rein_run.dae' Unused file 'public/art/animation/others/camel_rein_sit_drop.dae' Unused file 'public/art/animation/others/camel_rein_trot.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_e.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_f.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_g.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_h.dae' Unused file 'public/art/meshes/gaia/tree_apple_trunk_c.dae' Unused file 'public/art/meshes/gaia/tree_apple_trunk_d.dae' Unused file 'public/art/meshes/props/camel_rein.dae' Unused file 'public/art/meshes/props/hele_trireme_front_sail.dae' Unused file 'public/art/meshes/skeletal/m_tunic_long.dae' Guess who got lucky as hell? tldr; Errors are to be expected. They should be fixed. If you don't end up with a zip or get different ones eventually then there is another issue.
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Indeed we seem to use only -mod=mod We use build-archives.sh you can see the code here https://trac.wildfiregames.com/browser/ps/trunk/build/jenkins/pipelines/macos-all-bundles.Jenkinsfile Is it possible that the executable can't read the xml file for some reason ? Maybe a mingw bug with crlf or something ? I didn't test but maybe the collada.dll file doesn't work (I wouldn't have noticed using the release data) Where is the public mod located ? Could be a matter of relative paths. At this point I'm just spitballing.
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
@Rarius As far as I know Ubuntu doesn't have A25b (It's stuck at A23), only the PPAS and snaps do. Had to make sure since some people use Synaptics which allows for this kind of problem. Ah yes Ratings got kicked... The only visible difference is the build number in the main menu. For A25 it's 25848 and for A25b 25860 -
I suppose we need it for PSA conversion, because it only uses the list of bones specified in that XML file. I once made a packaging mod https://github.com/StanleySweet/package_mod/tree/master/art/skeletons to remove the need from those extra mods. It contains textures.xml files for instructions on what to convert, and the skeletons . of course, it won't work if you have new skeletons e.g packaging hyrule or something; WSL2: First file is the "corrupted" one. file metal_desert_small_* metal_desert_small_a.dds: DOS/MBR boot sector; partition 1 : ID=0xff, active 0x8a, start-CHS (0x3ff,254,63), end-CHS (0x3ff,255,63), startsector 3587178495, 3468469193 sectors; partition 4 : ID=0xff, active 0xe2, start-CHS (0x3ff,14,63), end-CHS (0x3ff,255,63), startsector 4294180863, 4278223684 sectors metal_desert_small_a.dds.b22d835129a068cf.dds: Microsoft DirectDraw Surface (DDS): 128 x 128, compressed using DXT1 Here is a working version, (converted using NVTT) metal_desert_small_a.dds It's built-in as of 2.0.10 IIRC.
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
Yes it should be the correct one. Make sure both 0ad and 0ad-data are using that version.