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Stan`

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

  1. Another thing could try is reducing the game's resolution through the config user.cfg borderless.fullscreen = "false" xres = "1280" yres = "720" This should also work pyrogenesis \ -conf=borderless.fullscreen:false \ -conf=xres:1280 \ -conf=yres:720 \
  2. Created this issue https://github.com/go-gitea/gitea/issues/31749
  3. Bad news it seems wiki isn't supported as a rss feed https://github.com/go-gitea/gitea/issues/19071 It'a a git repo though so there might be something to do there. By the way what about the On groups ?
  4. Assuming you'd want to go nuts, or only change classes in one place you can use what we call mixins (basically small part of templates, that can be reused) Here is an example for the african elephants, that stacks modifiers on top of normal elephants https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/mixins/elephant_african.xml This mixin is referenced in https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/kush/champion_elephant.xml like this: <Entity parent="elephant_african|template_unit_champion_elephant_melee"> Yours would look like this maybe called ranged_restrictions.xml in the mixins directory <?xml version="1.0" encoding="utf-8" standalone="no"?> <Entity> <Attack> <Ranged> <RestrictedClasses datatype="tokens">Field</RestrictedClasses> </Ranged> </Attack> </Entity> and be referenced like this: <Entity parent="ranged_restrictions|original_parent">
  5. I assume you're referring to the template_unit.xml file. Obviously that would be the easiest thing to do, one file to change, and boom. Unfortunately all the template_unit_*.xml files for units inherit from it. The templates you're interested in are in that folder https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates No need to go down, all the templates in the subfolder inherit from those. The files you should change are probably: For cavalry template_unit_cavalry_ranged_archer.xml template_unit_cavalry_ranged_crossbowman.xml template_unit_cavalry_ranged_javelineer.xml For infantry template_unit_infantry_ranged_archer.xml template_unit_infantry_ranged_crossbowman.xml template_unit_infantry_ranged_javelineer.xml template_unit_infantry_ranged_slinger.xml You might be able to get away with only editing those two files template_unit_infantry_ranged.xml template_unit_cavalry_ranged.xml As you can see by looking at https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml <Entity parent="template_unit_infantry_ranged"> This line indicates the template inherits from all the stuff you put in the parent, here template_unit_infantry_ranged.xml It sadly seems no one unified the champion templates for ranged so you need to edit: template_unit_champion_cavalry_archer.xml template_unit_champion_cavalry_crossbowman.xml template_unit_champion_cavalry_javelineer.xml template_unit_champion_infantry_archer.xml template_unit_champion_infantry_crossbowman.xml template_unit_champion_infantry_javelineer.xml I have not tested, but you should only have to add <Attack> <Ranged> <RestrictedClasses datatype="tokens">Field</RestrictedClasses> </Ranged> </Attack> in each of the templates. Does that make more sense to you?
  6. Well all templates inherit from one another, so you only have to update the highest parent you can find.
  7. Hey, thanks for the video. While I do not know the exact reasons the game is lagging for, you could try to lower the graphic settings, especially shadow quality, see if that makes things better. to upload the hardware reporting logs of the game for all the machines experiencing this issue. See: https://trac.wildfiregames.com/wiki/GameDataPaths Mainly we need system_info.txt and userreport_hwdetect.txt Another thing reported by @Norse_Harold would be to check the power plan of the Windows laptop(s) and make sure they're plugged when playing. Another long shot would be as @hyperion proposed on IRC would be to check if you are using an IGPU if increasing the video memory in the bios help.
  8. See http://docs.wildfiregames.com/entity-docs/a26.html Look for restrictedclasses
  9. The only thing that comes close is total war formation positioning, which I think 0 A.D. should have someday, when formations are more than cosmetic changes.
  10. What kind of computers are you running the game on? The only time I've seen it appear is on a raspberry pi. I believe this is Spidermonkey's garbage collector which unfortunately cannot be disabled. Maybe @Itms might know more.
  11. You can also drag and drop the mod on the shortcut and or the game window.
  12. That's fair. I hoped we could leverage some visibility. But it's hard to say whether we got none or people got put off by Phab / SVN until now.
  13. Good thought about forks. Maybe we should add a Contributing.MD file on those mirrors, so that people know they should contribute on Gitea? I mostly meant community mod, https://gitlab.com/0ad/0ad-community-mod-a26 This one is no longer used https://gitlab.com/0ad/lobby-moderation And the following https://github.com/0ad/lobby-infrastructure https://github.com/0ad/lobby-bots https://github.com/0ad/play0ad.com https://github.com/0ad/wildfiregames.com I know Gitlab has an opensource tier we are not subscribed to, not sure about Github.
  14. Hey the siege engine were moved to another building called the arsenal
  15. Did you get around doing that? Btw what's the plan for the two mirrors on Github and Gitlab ? Will you just force push on their respective repos ? We should also probably migrate all the repos there to Gitea. Does that work with LFS? Should we provide a Codeberg mirror ?
  16. I'm really not a fan of the new display, but I got accustomed to Blue Ocean after hating it for a while to the point I only used it before it was removed; so maybe i'll get used to it too.
  17. BTW @Itms any reason you kept the Jenkins pipelines private? Is there still a credential leak bug there?
  18. @gameboy can you create a ticket with a replay attached to reproduce this issue?
  19. 10 years for both, since it basically halves our funding
  20. I suppose we could need another server, which currently costs about 500$ per year. One would have of course to finish developing the dedicated server feature
  21. @real_tabasco_sauce Do you have other suggestions of keybinds you set, but aren't set by default in 0 A.D. ?
  22. It depends on number of players, memory usage of dedicated servers ddos protection and duration of the operation (eg. keep it for a month up, or 50 years).
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