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Stan`

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Everything posted by Stan`

  1. Sadly anything above that 10.14 also triggers random unpredictable lags with the game causing massive frame rate drops and huge ram and swap usage (up to 29GB last time someone let it run) And diagnosing that is tricky at best.. IIRC 10.13 might be enough. For Windows we'll see but we're not ready any time soon.
  2. That's incorrect You can load scripts (in fact I do it a lot in my trailer tools mod) And there is also also a special script tag in the map xml you can use. Yeah as long as we keep supporting macos 10.13 we're kinda stuck. Not sure what's the minimum gcc we support, iirc gcc8
  3. Hey @LordStark It depends if they do models and textures or if they do the integration. If they do the integration, manipulating text files might be an (although short) steep learning curve. If the cannon are turrets, they should be modeled separately. There isn't (as far as I'm aware) currently a way to restrict turret rotation, so if they are they will be able to shoot 360°. Another thing to take into account is the way to make muzzle flash for cannons. You have to work some quirks with anims to be able to do that.
  4. The reason the map is reset is not to trigger errors or break gamesetup. I think wraitii patched the symptoms, but joining a match where you didn't have the map used to make the UI broken. Changing the scripts means possibly you would get into an in between state if they have global state and isn't great IMHO. Also the VFS doesn't really support adding new files automatically.
  5. Same thing that happened with anything else, nobody wanted to work on it or had the time to do so, so nobody did.
  6. That's because it's a wordpress. But I think the source code is here. https://github.com/0ad/play0ad.com Unfortunately the person in charge @implodedok doesn't have the time to supervise the creation of a new website currently. A few people have offered in the past, but we never got past proof of concepts. Thanks for the offer though.
  7. There were a lot of changes to the build system since Alpha 23b. It's possible that the way we discovered includes then no longer works with newer distributions. But it is indeed strange. Could be that you have multiple SDL2 installs? you can also try to install the non devel sdl2
  8. Looks like a recent upgrade in Arch linux broke the game for some reason => https://trac.wildfiregames.com/ticket/6798 Some users reported that rolling back to the previous version worked for them. https://github.com/archlinux/svntogit-community/commits/packages/0ad/trunk
  9. You should apply the patch as sarcoma said by first downloading it by clicking on download raw diff then you need to compile the game.
  10. You can start the game with -conf=rendererbackend:gl
  11. In general yes, until we have instancing, which would batch them assuming they are the same mesh and texture. Currently no. Sure but that'd still be worse than the current one. Probably not so bad assuming not too many are on screen.
  12. Doesn't seem to work if the game is password protected.
  13. They are not. Only the server has all the IPs because it needs to. Here is an example. All three clients connected to the host, but only the host mainlog contains the three ips. Now your issue right now is people are storing the host ip, and all the client ips that connect to them when they host. Host.html client2.html client1.html
  14. Basically each new object is a new command to the GPU. 1000 objects -> 1000 commands. So it could be 1000 times more expensive to do it.
  15. No GL stays the default. Here I'm just forcing the configuration. @Old Roman Glad it worked I messed up the command it's -conf=rendererbackend:gl
  16. Yes both application use the same config file unless you use -writableRoot. Previously there was no issue with incompatible mods as the default mod contained everything we needed to run the game. The version in SVN misses Vulkan shaders, so if you try to run the default mod without them the game will crash. To rule that out you can run the game with -conf:rendererbackend:gl
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