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Stan`

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Everything posted by Stan`

  1. Your Cmake is too recent. You might get away by editing the cmake file for nvtt and change the version there.
  2. There: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104
  3. For mods, definitely for the main game not really because of the dubious license.
  4. 2. Closest was this but the mod hasn't been updated in a while.
  5. @Atrik @wowgetoffyourcellphone I'm not sure. Maybe my website is blocked in the U.S. for some reason :/ @wowgetoffyourcellphone does it work on 4G?
  6. Yes I'd like to support one video format. Ideally not through ffmpeg if possible (spidermonkey is already big enough). I was thinking of VP9 but AV1 might be nice too. Obviously no work has been started yet. @The Undying Nephalim has been asking for video playback for years. It would be nice to have a splash video too. Maybe something for @trompetin17 It's some work yes. It requires C++ experience.
  7. Gif might be possible (as in switching images) videos are currently not supported.
  8. Oh wait you have broken actors/materials. That would do it. I assume your mod removed something it should not have. Also you could convert your modded sounds to mono to get rid of the warnings.
  9. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/lib/sysdep/os/linux/dir_watch_inotify.cpp#L214 Are you touching files while the game runs ?
  10. The mods just need to be updated to work with the new version
  11. Do all of them play multiplayer? If that's multiplayer, the potential casual audience is larger. No they do not. IIRC it's about 100 unique MP players per day.
  12. We're doing this for the 1500+ players playing the game each day, the 25k Ubuntu snap installs, the 300k download per year and the 150+ installs per day on Flathub.
  13. Does art/actors/structures/spartans/bighouse.xml exist ?
  14. Review it thorougly in all its aspects, art(actors and meshes), gameplay, historical accuracy etc Civ are notoriously error full
  15. Every object needs to merged, and you can only have one material. If you need another material you need another actor. Also you didn't share the error.
  16. Because it requires extra tools you might not have such as GLSLC and the Vulkan SDK. And the shaders are made available in the release tarballs. See source/tools/spirv for the python script to build shaders. See this for the nightly build https://gitea.wildfiregames.com/0ad/0ad/wiki/NightlyBuild To build you'll need the rules.json in the nightly build source/tools/spirv The commands look a bit like https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/build/jenkins/pipelines/nightly-build.Jenkinsfile#L139 You can also svn export the shaders to your folder like this script does https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/system/get-nightly-binaries.bat
  17. On macOS all the log folders and cache folders are hidden folders. You might access them through a terminal window with the the open folder_name command. https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
  18. SPIR-V files are binary files. As such they are not present in the git repository. You can either build them, or download them from the nightly build. Windows provides a script for this. You can adapt it for linux as well.
  19. Can you upload the save game somewhere?
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