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Stan`

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

  1. Campaigns are not available yet.
  2. @feneur know maybe. My understanding is that it was done to show their defensive and otarcist nature. I believe it's somewhere on the design document See also https://trac.wildfiregames.com/wiki/ArtDesignDocument#CultureHistoryandRealism https://trac.wildfiregames.com/wiki/Civ%3A_Iberians#CIVBONUSES http://docs.wildfiregames.com/design/ Actually it's on every single skirmish map. It's a skirmish entity. For Random maps you're right, it's part of the code.
  3. You did.on the forums That little demo was how far it got.
  4. Got references? Could help with the map overhaul in A25 me and and @wowgetoffyourcellphone planned. Maybe @LordGood could help.
  5. Forges don't do that. I wanted them to but there was a lot of complaints about it being a cheat or whatever so I never did it.
  6. @Nescio wasn't it done via tech or something?
  7. @OptimusShepard might explain it better. but basically the idea is to use a replay, with follow player OR to use the cinematic function in the game.
  8. No, for observers it's definitely spec as in spectator
  9. Spy (plural spies) is a tech you can use to make your enemy units bribable revealing what they see.
  10. Maybe I need to finish #557/D657 I suppose we could have particle trails for slings but it will have a perf hit I guess. I'm not sure how hard those are @Imarok @Angen @Freagarach @wraitii
  11. Are you running in a VM or a special environment ?
  12. I have a patch for it D2936. But I need profiling data to show it's an improvement
  13. It's just a zip file, they like to complicate things. One thing you could do is provide a pyromod file Then anyone with 0ad installed can double click to install it for their game basically it's a zip file renamed to .pyromod. It's exactly the same folder structure you use in the public mod. here is an example. dan-shaders.pyromod file structure DAN-SHADERS | mod.json | \---shaders \---glsl model_common.fs model_common.vs terrain_common.fs water_high.fs
  14. You need to patch all your maps as @vladislavbelov removed some js functions for ambient and unit colors. If they are skirmishes you need to pass https://code.wildfiregames.com/P232 as well.
  15. We didn't in fact it was slightly worse from what I recall. We did include a 15% perf improvement due to incorrect polling though. https://code.wildfiregames.com/D2919 According to wraitii though spidermonkey 91 will have a bigger boost.
  16. Hi Mark, Where did you get the appimage?
  17. You are using SVN, he is trying with the release, which is packaged (and precached NVTT remember?) in a single zip for faster file access on Windows HDDs so he has to uncompress the whole game @maroder note that if you uncompress it correctly you won't have to recompress it since the game will just pick up the files. I would have suggested OBS but your call
  18. The game natively loads anything in art/textures/ whether it's TGA or PNG and turns it into a DDS file with mipmaps unless something else is specified in a texture.xml file. BUT for skyboxes it's utterly hardcoded and only dds can be used and, as you noticed some of them don't have LODS (mipmaps) https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/source/renderer/SkyManager.cpp#L54 Hardcoding https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/source/renderer/SkyManager.cpp#L93 Funny comment https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/source/renderer/SkyManager.cpp#L76
  19. The sound attenuation is made for the current max zoom of 200 which might be overriden by mods. It was tested by @Samulis a sound artist, which assured me it was fine, so it would be interesting to know in which situation it's different. Note also that most of the sounds were changed to remove the 1998' AOE feeling of them, reducing clipping and trying to harmonize them. The bow sounds are lower than normal to match those of other games like AOE3
  20. It only does so if the file is a png, and if there is a texture.xml somewhere either in the public or in mod mod. HOWEVER skyboxes are a bit special since they do not go through that, everything is uglily hardcoded (Which means you can't use a png as a skybox for now) Those files are old, I haven't seen them changed in the past 10 years.
  21. Do you use a custom zoom?
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