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Stan`

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Everything posted by Stan`

  1. Probably needs some modding, but what's the point? Secrecy?
  2. We do and we can, although not that easily. First we need to migrate everything. The same vm is used for gitea phabricator and trac. Not really. You'd need to split the repo into subrepos for that and some team members don't like the idea because it makes contributing to both much harder cause you have to write N PRs where N is the number of repos. Again not an issue with a lot of people much more annoying with little amount of contributors
  3. Yeah but it keeps evolving (Although most API updates break the JS part) because of performance issues the API might change. Working on a mod for it. The problem is that because it's a P2P model you always need everyone to have the exact same version. Else you're gonna quickly create a split in the community. Ideally at some point empires_ascendant (the civs contained in the public mod (the 0ad mod) should be available on mod.io. But with many mods comes a lot of problems because it's not user friendly to enable them. https://trac.wildfiregames.com/ticket/5366 I believe the biggest issue would be the amount of contributors. Having the engine split from the game is a nice idea, but most mods are around the game anyway and can use .DELETED files to remove what they don't need, and we don't have that many devs so splitting the two would make dependencies hell. Correct. People need to read the docs for that. And there are scripts. We also can't ensure everything is rightly placed cause one has no idea what a mod will do. This is the only correct way to do it (and that's what the github action does) else the game is gonna have to cache the assets on the first run.
  4. We're working on it. @trompetin17 is working on making the Editor use the game's GUI engine removing the need for WXWidgets, and thus making the editor extremely flexible. By moving all the dependencies to the mod mod, we should be able to extract the MVP from the game. However that solves nothing. For mod versions are linked to engine versions and most mods need all the components from the game's mod.
  5. It's most probably EXT4 but from what I've seen gitea copies the whole .git folder. So each time someone makes a patch we could get an extra 5GB and that would quickly be unmanageable. That VM is already 500GB large which is starting to be an issue for backups. Feel free to investigate
  6. Yeah. I have to think about it but basically in my head you'll be able (when granted access for obvious reasons) to create branches on the main repo. (Forks would be nice but it seems it would take too much space on the server)
  7. Don't think you can do cross website pull requests either.
  8. Well you have github.com/0AD/0AD and gitlab.com/0AD/0AD
  9. Stan`

    Civ: Incas

    It's very possible that @Trinketos and @Lopess missed some textures. It happens.
  10. Hey see https://wildfiregames.com/forum/topic/104603-loading-map-data-please-wait/#comment-542011
  11. Unfortunately there are no active artists to take on those tasks. Send them my way if you know some
  12. https://code.wildfiregames.com/D1269 And #4274
  13. No it was decided it will be self hosted on https://git.wildfiregames.com CI will be handled by Jenkins.
  14. @real_tabasco_sauce Can you try 0ad-0.0.27.4-alpha-osx64.dmg 2023-02-07 1647.10 MB http 0ad-0.0.27.4-alpha-x86_64.dmg 2023-02-07 1666.08 MB http
  15. Well you cannot play with people with the mod, else it goes OOS.
  16. Well you cannot play without the mod (for good reason) so people feel left out on the lobby. At least some people do and complained to me.
  17. Yes I'm sure. See https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/config/default.cfg#L121 That's because "spirv" is not a valid option Can you clarify? There is none we prefer to handle issues separately preferably as tickets on Trac.
  18. Are you able to compile the game? Can you try => #6649 (Can't move cursor through the entire screen in linux fedora dnf installation) – Wildfire Games
  19. Okay then it's because you are running it incorrectly It should be mod.enabledmods = "mod public 0ad-spirv" rendererbackend = "vulkan"
  20. You're not supposed to customize it. But it should be in the same folder architecture as public.zip
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