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Stan`

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

  1. Do you see Leonidas pushing the Persian guy over the edge ? Just like that.
  2. It's a hidden folder normally.
  3. Depends if you cloned art source or not. If you didn't you can't. Since most of the new helmets are just improved versions of the old ones you can just delete them I guess. With tortoise you can right click and delete.
  4. Glad I could help. It shouldn't but depending on what you touch it might have an influence. For instance, both will share the same user.cfg unless you run the dev version with -writableRoot (Notice it only has one '-') this flag makes the game portable. https://trac.wildfiregames.com/browser/ps/trunk/binaries/system/readme.txt line 68 Sure just go in wherever you cloned it and run ./pyrogenesis -writableRoot
  5. using either svn, or the git mirror on htpps://github.com/0ad/0ad, Not that you have to compile the game yourself.
  6. See my Github for a attempt to bench Cairo ans FreeType for atlas texture génération.
  7. I don't think IPV6 is supported by our version of Enet. It's in the works.
  8. Copy pasting IP for direct connect I believe.
  9. Not sure you'll gain much space. But sounds like a nice thing to do. I'm afraid it won't be top priority though. Not sure about crossplatform compatibility. Pinging @Itms and @s0600204 as they might know more.
  10. The middle thing looks weird and is missing from the normal map so maybe remove it
  11. Can you try to increase the shadows on the axe blade ?
  12. Thanks for testing, should be fixed now.
  13. Basically, the current bundle will crash on specific mac os. This new bundle supposedly fixes it, I just need confirmation.
  14. Joining the lobby, with TLS enabled in the game options.
  15. To fix the current issue with TLS that is IMHO a big issue, I tried to find a solution. I made a special bundle, which according to @Tobbifixes the issue. I'd like to get more feedback if that's possible https://www.mediafire.com/file/00lxxtdmsu64nrs/0ad-0.0.23b-alpha-osx64.dmg/file @BreakfastBurrito_007, @Sundiata, @HMS-Surprise @iceblendedmocha @Wurri @Servo @Rolf Dew If yourself or people you know experience the issue could you ask them to check this version, and tell me if it fixes it ?
  16. Hello, and welcome to the forums. Did that work before ?
  17. There seem to be a smoothing group issue on the spearhead. Either use the edge split modifier or separate faces using the Y key.
  18. Update. This should fix the bug of units not decaying again. The schema changed a little bit to allow for less duplication. <a:example> <Amount>1000</Amount> <MaxAmount>1500</MaxAmount> <Type>food.meat</Type> <KillBeforeGather>false</KillBeforeGather> <MaxGatherers>25</MaxGatherers> <DiminishingReturns>0.8</DiminishingReturns> <RegenBonus> <Growth> <Constraint>Alive</Constraint> <Rate>2</Rate> <Interval>1000</Interval> </Growth> <Decay> <Constraint>Dead</Constraint> <Rate>-1</Rate> <Interval>1000</Interval> </Decay> </RegenBonus> </a:example> Constraints 'Dead', 'Alive', 'Both', none (just don't add the line) The tag name defines the technology that will be able to affect the decay regen etc. When this is accepted, I will need to add an example tech.
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