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Stan`

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

  1. What's the point of a roadmap that won't be followed because it cannot be enforced? Love that quote. That being said the goal is not to give people expectations and then disappoint them...
  2. 0ad mods now have github actions thanks to @andy5995 to generate pyromods on the fly
  3. There are plans for a revamp but they were never put in motion. Implies moving many things to Trac too
  4. Fixed thanks. Well it cannot be for everyone. But it's sad. Did you show them new maps or mainland?
  5. Please vote for us for the indie of the year award hosted by IndieDB and sponsored by Mod.io! Head over to https://www.indiedb.com/games/0-ad and cast your vote!
  6. Last two 0 A.D. presentations (In french)
  7. You're using a much more recent version of the SDL than the one we currently use (2.0.12) Also it seems you compiled the game with 2.24, and you are running it with 2.26 dunno if there are breaking changes. We don't change anything depending on cursor position, so it seems it's an SDL bug, they had a lot of problems with wayland. Maybe it would be nice to open a ticket on their bug tracker instead, see what they have to say.
  8. Actually someone is looking into porting it for A27. A27 is planned for Feb 2023 and we had very little devs active so I don't know if there'll be major performance changes. https://irclogs.wildfiregames.com/%230ad-dev/2022-12-01-QuakeNet-%230ad-dev.log https://irclogs.wildfiregames.com/%230ad-dev/2022-12-01-QuakeNet-%230ad-dev.log
  9. Release process takes a day (About 15hours) it takes months to get all linuxes up to date. Some are still in A22-A23 We don't have a stable team of balancers (or anything really) so making roadmaps is impossible because there might be nobody to work or fix things tomorrow.
  10. Sadly I do not maybe @oSoMoN does. You cannot as far as I know change libraries. For permissions it's in the snap options menu
  11. I think it's the same depth for all ships. What matter then is the width of the passage. You can also run the simulation in atlas and find out
  12. Well you can have a trigger script that restricts certain buildings from being built by researching techs at the beginning
  13. @oSoMoN Could be some permission issue or a difference in librarires in the the snap vs the distro package
  14. It's alright. Hopefully next alpha will have a signed build as well
  15. You have tools to show possibility in Atlas in the terrain tab IIRC.
  16. You need his oos log as well to check
  17. Something that might explain it is folder names. I saw something weird about your folder names. Folder should be community-mod and not 0ad-community-mod
  18. I'm not aware of an OOS wave. But usually even when they are reported we are missing information. We need the ooslog of all players or at least the host and the one out of sync
  19. Everything goes out of sync if an anim is missing. If you load say attack_melee on an archer then all the props and the unit need to have an attack_melee animation and the same id if not they are gonna pick a random anim at a random time and go out of sync. Well progress is slow. Getting all the binaries to work for windows in a synced manner without having them in a repo without making it too complicated for non technical people and writing the migration scripts is complicated. Hopefully blender will soon have a phab to gitea script. For trac I need to write the golang version. We could use the gitea git repo right now technically but no CI would send us back four years earlier.
  20. I just set it to 5 seconds. We'll see if that makes the server irresponsive. We don't have an elastic search server so search might be slow and use a lot of resources.
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