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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Sure. Keep in mind that most people are not tech friendly, so ideally you should provide it as a pyromod. See the relevant documentation here: https://trac.wildfiregames.com/#Formodders:
  2. Yeah, the patch did that before, but it was split. the problem is that while you're in pause, the camera still moved.
  3. Yeah you can restore the <history> tag in the identity components. It will then show up in the detailed view of the unit.
  4. Flatpaks are not made by us, and they don't want experimental versions. So likely never. There is an appimage there https://github.com/0ad-matters/0ad-appimage/actions @andy5995 seems to be working on it (thanks again)
  5. @Dizaka Can you test this version? https://releases.wildfiregames.com/rc/0ad-0.0.27.1-alpha-arm64-debug.dmg It's a special debug version, it will run really slow. You need to reenable tls, and upload the log if it still occurs.
  6. @Mentula Do you have a stat that computes the number of hours you put in matches ? I wonder how hard it would be to integrate your stats in my replay database.
  7. Some progress was made here: https://code.wildfiregames.com/D1730 by @trompetin17 Relevant ticket: https://trac.wildfiregames.com/ticket/2087 Relevant thread:
  8. There a few discord servers, but none of them is really active. You kind find their link in the linktree https://linktr.ee/wildfire_games
  9. Well IMHO the whole (Spamming, Cheating, DDOSing) lobby debacle, and the lagging kinda proves the point. If 5 people can tank the multiplayer game are we really allowed to be called a beta? Or should we just target single player folks, in which case not having a campaign is kind of a no no ?
  10. IIRC that breaks attack move which is why it wasn't used. EDIT: I think @Freagarach created a ticket for the default behavior to be optional
  11. I suppose that with a little change entity limits could use the upgraded requirements by Freagarach. You can now have much more complex requirements for other things
  12. Do you play the official distribution package? Or do you play anything else? If it is the latter and you want to use vulkan you need the mod. If you're using a release candidate it's integrated.
  13. Someone reported "I couldn't neither capture towers nor select troops or building once game ended.", could someone confirm.
  14. You don't need it anymore. Only when playing the development version.
  15. Did you have mods installed?
  16. You should look at how the barter component works in simulation/components/Barter.js, probably a little bit at guiinterface, and very likely in gui/session.
  17. Do you have vsync on? In theory once installed 0 A.D. can run on a flash drive with the -writableRoot flag. The reason it's in appdata is permissions. EDIT: Fixed the x86 link ^^ filename should be x86_64 but I named it x86_x64. And actually it doesn't work on 32 bits so it should just be x64.
  18. It did not. They prefered to fight directly. https://www.quora.com/What-prompted-Sparta-to-finally-build-defensive-walls They only did start building walls when their forces dwindled.
  19. That's so they don't get the malware warning that now prompts them to send the application to the trash. It's now fixed so you should be able to test.
  20. It's a bug probably (as in nobody bothered to implement it), but they have no effect.
  21. Your tests are a bit flawed. Arb disables fog, postprocessing, high quality water and shader effects. Shadow filtering is different and more expensive in other modes.
  22. @Yekaterina Can you make sure you have the same options enabled, just for comparison fairness? E.g arb disable a lot of options. Thanks for testing.
  23. You need to compile the shaders yourself or use the 0ad-spirv mod on mod.io. or you can use the tarballs instead of compiling from source. Right now the framerate is more stable with it. Macos users on M1 (when I finish to understand why signing is such a nightmare) might see a 200-400fps increase on some maps.
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