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Posts
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Everything posted by Stan`
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That sounds like a bug @Freagarach, @Angen
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https://mobile.twitter.com/Fall_of_Civ_Pod/status/1206586652463898624
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Yep. If you are unsure, you can create a mod. So you can always disable the mod
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Can't build SpiderMonkey 45
Stan` replied to radopenev's topic in Game Development & Technical Discussion
Great! Enjoy the dev version of 0 A.D. Stay tuned for more updates. -
Can't build SpiderMonkey 45
Stan` replied to radopenev's topic in Game Development & Technical Discussion
Try to build with ./update-workspaces.sh -j3 instead of ./update-workspaces.sh --with-system-nvtt -j3 We recently updated NVTT, and it might not be compatible with whatever is in your distro's repository -
Oh my bad, I usually ping someone to lift the post limit. How can I help?
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Can't build SpiderMonkey 45
Stan` replied to radopenev's topic in Game Development & Technical Discussion
Hey @radopenev Sorry for the inconvenience. To fix this issue you have two options: Move the game repository to a directory without Cyrillic characters (This is a known bug with Python2) Wait for the update to SpiderMonkey 52 which will use Python3 Best Regards, -
How do I Help Out With The Development Of The Game?
Stan` replied to Octofish77's topic in Announcements / News
Looking beautiful. @Lion.Kanzen is right that's entities named Skirmish. When playing a game they are turned into whatever the player's civ is. You can look at other Skirmishes to see how it's done. Keep the great work @Ideaguy! -
Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
@user1 Be careful, each time you edit the first post it sends notifications to every one tagged in the first post Congrats on the processing, and I wish you a happy new year. -
Could be for textures, but the point is that we are no longer forced to apply a bunch of fixes of our own on top of it for it to work, because they finally releases a new version;
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Nvtt updates only occur once every ten years maybe more in specific section about common problems and fixes! (But then again not common at all)
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Yeah all the cache is broken and must be regenerated.
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@vladislavbelov @s0600204
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@vladislavbelov
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Great work @LordGood. Would you like to work on a map overhaul for A24? (Moving the less beautiful maps to @coworotel's map pack) I believe some maps are doing deservice to the game. Only thing missing from the map above are colorful birds And taking the improved ones from @wowgetoffyourcellphone's mod?
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Sure it is possible. If you are more familiar with git you can clone the repository https://github.com/0ad/0ad (It is slightly less up to date (lagging one day behind) and you'll need to compile the game if you want to play) Else you need to clone the SVN repository https://svn.wildfiregames.com/public/ps/trunk/ If you need to build you'll find more detailed information here. https://trac.wildfiregames.com/wiki/BuildInstructions
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To access the assets in a usable format for blender you need the development version. The dae are also cached in the release version. If you need me to explain it in French let me know
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Hello, As implied by the name I only wrote the importer. To export you need to use the standard workflow with XML and collada. Do you need help?
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Please pardon my Kushite, it is a bit rusty... kushite_voices.pyromod
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where to find loading screen images with tips and random quotes
Stan` replied to vinme's topic in Help & Feedback
You can find tips and quotes here https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/text For the images look at https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/loading/tips -
fighting game i've done - work in progress !
Stan` replied to coco88's topic in Introductions & Off-Topic Discussion
https://wildfiregames.com/forum/index.php?/topic/16473-vote-for-eihrul-in-gift-a-rift-contest/&tab=comments#comment-249501 -
fighting game i've done - work in progress !
Stan` replied to coco88's topic in Introductions & Off-Topic Discussion
@eihrul doesn't even have an account on these forums. So I guess not anymore. This was before my time. -
It will be easy to do after the autobuild patch gets in (https://code.wildfiregames.com/D2492). Currently foundation component (the one where you'd define that value) are added to buildings at runtime under the form of filters (defined in templates/special/filters) and it's buggy to set values there. Once the buildable component has been set, it will be a few lines of code
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Only @Alexandermb can fix it.