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Stan`

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Everything posted by Stan`

  1. Does challonge support visualizing something like this?
  2. If you upgraded the game and had mods in the previous version(s) that would happen.
  3. A hash is non reversible. (That's kind of the point) So you wouldn't be able to use hashed IPs for anything else than comparison with other hashed IP. You could cipher it, but you'd have to send the password to everyone that needs it. Hashing it or not logging it would achieve the same result, though.
  4. Do you use the development version? If not you cannot use vulkan. You need to have the mod enabled at all time if not the game won't even work. You can run the game from command line to make sure the mods are loaded properly. pyrogenesis.exe -mod=mod -mod=public -mod=0ad-spirv -mod=delenda_est -conf:rendererbackend:vulkan
  5. Assuming you are the same person that talked to me on instagram, the problem is now resolved. The version that was downloaded was the x64 and not the aarch64, The package had to be approved because of the lack of the signature. There was a corruption of the installation, that was fixed by reinstalling Hope you'll have fun with the game.
  6. Did you download the M1 version or the Intel one ? There are two versions on the website
  7. I'm sorry I still don't get it. Why do we have -windowHeight? I don't think it's calculated in realtime, but rather when it's used to actually attack. You should see most (if not all) occurrences of that value usage here https://code.wildfiregames.com/D2016
  8. Dropdown menu might be missing some decorations.
  9. People might complain/be confused about not being able to gather it. It happened before. Maybe, yeah. Removing some lines might break some models so one has to be careful. Fun fact the game actually automatically patches those files.
  10. My Blender addon to import assets and their textures does that.
  11. Bit annoying to have to clone the game's entire folder to run the CI...
  12. I think it was for the validation script (entvalidate.py) to be able to run. Not sure why @wraitii added the js files though.
  13. Getting a bit tired of that argument, but for the sake of it they do have an elevation bonus. (And it's easy to check) trac:template_unit_cavalry_ranged_archer.xml#L17 trac:template_unit_champion_infantry_archer.xml#L17 Why?
  14. Hmm. I suppose the point of the extra component is to mimic the behavior you would have with visible garrison (aka turrets). This way a tower would/could shoot as far as a unit on a wall next to it. Does that make sense?
  15. I mean you wait for construction to be finished to compute the range once. Then update it as needed? Since it's not moving. For moving entities we could have a flag like static that defines how much it needs to be recomputed? Seemed like a nice feature for me.
  16. My point is that it could be computed on placement and at each subsequent tech. No particular answer, I just think it's cool to take the terrain into account.
  17. You can get the link in the first post of this thread or through the mod downloader in settings. Do note that it only works with the development version.
  18. You should use the CTRL hotkey to board the ship. See the hotkeys and look for garrison
  19. Install the mod 0ad-spirv through mod.io
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