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Everything posted by Stan`
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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.
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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.
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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.
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What's the point of siege walls converting to enemy?
Stan` replied to causative's topic in Gameplay Discussion
Same thing that happened with anything else, nobody wanted to work on it or had the time to do so, so nobody did. -
Website desperately needs an update
Stan` replied to Rens Pols's topic in Game Development & Technical Discussion
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. -
What's the point of siege walls converting to enemy?
Stan` replied to causative's topic in Gameplay Discussion
IIRC Siege towers and ladders were planned. -
Solving the issue "can't connect to host"
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
It's a router feature. -
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
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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
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@Freagarach
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- @stan
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
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Go ahead
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- @stan
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Error when running project solution on vs 2022 Windows
Stan` replied to PedroLopes951's topic in Bug reports
Gl always have them though? -
Error when running project solution on vs 2022 Windows
Stan` replied to PedroLopes951's topic in Bug reports
You can start the game with -conf=rendererbackend:gl -
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.
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Mainlog.html reveals too much sensitive information
Stan` replied to Yekaterina's topic in Bug reports
Doesn't seem to work if the game is password protected. -
Mainlog.html reveals too much sensitive information
Stan` replied to Yekaterina's topic in Bug reports
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 -
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.
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My SVN installation (for 27) is failing at launch with this error
Stan` replied to Old Roman's topic in Bug reports
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 -
My SVN installation (for 27) is failing at launch with this error
Stan` replied to Old Roman's topic in Bug reports
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