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Everything posted by Stan`
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Some progress was made here: https://code.wildfiregames.com/D1730 by @trompetin17 Relevant ticket: https://trac.wildfiregames.com/ticket/2087 Relevant thread:
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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
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The "Alpha" label is scaring off new users from trying the game
Stan` replied to Thunderforge's topic in Help & Feedback
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 ? -
Has Building capture been eliminated in A27
Stan` replied to Old Roman's topic in General Discussion
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 -
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
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Vulkan - new graphics API
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
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. -
Vulkan - new graphics API
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
You don't need it anymore. Only when playing the development version. -
Did you have mods installed?
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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.
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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.
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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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You can already use json data in random maps see => https://github.com/0ad/0ad/blob/bbae4080acaf09e2716cde8027c7a3c2cd3eaff4/binaries/data/mods/public/maps/random/elephantine.js#L1 You can probably bind the tree data to existing assets (you won't be able to import actual geometry though)
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That seems to be because of that bar at the top, you could try borderless.fullscreen = false and highdpi = true. Or just use gui.scale=1.5
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Here is the first 'Release Candidate' of Alpha 27 - Agni Downloads - Current bundles are for SVN revision r27645/bbae4080acaf09e2716cde8027c7a3c2cd3eaff4 Linux data and build Windows MacOS Builds currently unavailable due to signing issues. You can only test the installer but the game will not run. macOS (x64) macOS (ARM) Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A26 config file somewhere, ideally. or use -writableRoot. What changed: Alpha27 – Wildfire Games How to port my mod PortA26ToA27 – Wildfire Games What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Upload your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Test Vulkan performance. Enable feedback and see if it works (Main menu) See this video Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Connect to and use mod.io Test replaying new games Test multiple game modes (e.g. Regicide) Test Atlas terrain previews. Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
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What's your recommendation exactly?