Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.975
  • Joined

  • Last visited

  • Days Won

    579

Everything posted by Stan`

  1. Published some updates to the dark mode, a few fixes and a new graph.
  2. For now yeah. I may reconsider in the future but I don't like the idea of having the api left unrestricted
  3. live version at https://replay-pallas.wildfiregames.ovh
  4. This video explains it well https://youtu.be/C8YtdC8mxTU?t=976
  5. The top of the barrel is flat, but the rest is smooth shaded. I added some extra barrels, the leftmost without any smooth shading.
  6. Of course we have smooth shading Oo. Else barrels would look much worse. Units too.
  7. Okay few things from looking at the DAE in that zip. You need two UVs in order to be able to use AO. The fact it doesn't crash for you makes me think that either you got an error message, or that you might not have set the material quality to 10. Second is wasted UV space, you want to have as little black spots as possible, you can probably rearange things so that those curved pieces take less space And yeah you can boost the margin a bit.
  8. Can you show me the generated ao and the second uv map layout. Not sure i'll be able to access blender. Also if you export the roughness map you need to invert colors. That's what I meant by 1-roughness.
  9. The problem is the existing voices wouldn't be enough to train a model. So until legislation is in vigor, I'd be really careful in using AI in anything else than mods.
  10. Yeah you can actually do that just with git log --format. But the problem is here is that not everything is relevant, you don't want to see 200 autobuild commits Nor fixes for art typos. Just the art commit itself. They can sometimes be grouped. That's why we (used to) do it by hand.
  11. If its missing changes then it's bad. It needs to be updated. In a perfect world commit(er)s would update it. Basically any relevant changes to either players or modders should be there. (Also anyone following commits can update it)
  12. It's been there since at least 13 alphas ^^ (Alpha 13) https://trac.wildfiregames.com/ticket/1318 A few years later it was added as part of the tooltip https://code.wildfiregames.com/D1803
  13. It's inverted roughness (more or less). You can also try to combine the metallic but it won't have much added value. Spec map can have some color but not sure how long it will be supported (currently is)
  14. Don't think we support inline links. Most of the time we use buttons for that. And you have to warn people they are leaving the game. Also internationalization might be troublesome.
  15. Also do note that replays are bound to a specific version of 0 A.D. so if your replay was for Alpha XXIII you can only replay it reliably on Alpha XXIII. Else the outcome of the match will be at best really different. At worst the map or the units will no longer exist so you will experience issues.
  16. if that's the only game you wanna play you might consider linux as chances are it will run better there.
  17. You're welcome. Maybe the CI should print checkref's result in the comments or something so if it's broken in a revision you'd see it
  18. @wowgetoffyourcellphone NFO - Checking public's integrity. INFO - The following mods will be loaded: public|mod. INFO - Loading maps XML... INFO - Loading maps PMP... INFO - Loading entities... INFO - Loading actors... INFO - Loading variants... INFO - Loading art files... INFO - Loading materials... INFO - Loading particles... INFO - Loading sound groups... INFO - Loading audio files... INFO - Loading GUI XML... INFO - Loading GUI data... INFO - Loading civs... INFO - Loading random maps... INFO - Loading techs... INFO - Loading terrains... INFO - Loading auras... INFO - Loading tips... INFO - Looking for missing files... WARNING - Missing file 'art/textures/ui/session/portraits/units/maur/ship_bireme.png' referenced by: public/simulation/templates/units/maur/ship_scout.xml WARNING - Missing file 'art/textures/ui/session/portraits/units/maur/ship_trireme.png' referenced by: public/simulation/templates/units/maur/ship_arrow.xml WARNING - Missing file 'art/textures/ui/session/portraits/units/rome/ship_quinquereme.png' referenced by: public/simulation/templates/units/ptol/champion_juggernaut.xml WARNING - Missing file 'simulation/templates/units/noldor_ship_scout.xml' referenced by: public/maps/scenarios/shipattacks.xml INFO - Validating actors... INFO - Validating variants... INFO - Validating gui files... INFO - Validating maps... INFO - Validating materials... INFO - Validating particles... ERROR - /zpool0/trunk/binaries/data/mods/public/art/particles/light_ray.xml: Invalid sequence in interleave, line 10 ERROR - 1 particle validation errors INFO - Validating simulation... INFO - Validating soundgroups... INFO - Validating terrains... INFO - Validating textures... INFO - Collecting materials... INFO - Collecting actors...
  19. Looks like some files are still referencing template_unit_ship_warship_medium https://jenkins.wildfiregames.com/blue/organizations/jenkins/docker-svn/detail/docker-svn/4567/pipeline
  20. Currently hardcoded in one js file called ambient.js or something. Maybe it could read the biome data or something.
  21. Yeah usually those are non trivial bugs. Also I assume you tested on Linux Mileage may vary. Still distros will other than arch and stuff will never write our migration patches between SM versions
  22. Maybe the minor check could be omitted, @Itms or @wraitii would know, but the major check has to stay. I don't know if it got better, but our SM versions are usually heavily patched and that could lead to trouble maybe? The distro would just say the package is broken and give up on it ? From my experience talking to maintainers SM is always the biggest pain, sometimes NVTT (no longer an issue now) and finally Fcollada when compilers decide to change things ^^ In the current situation given the missing parts I'd say we're not ready for 102.
×
×
  • Create New...