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Everything posted by Stan`
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It is not ideal for people to get started from scratch, yes. But it is enough for all the modders we have had in the past 11 years. Most of them don't want to reinvent a RTS. For reference on how having a bare bone mod as first screen can affect players https://video.fosdem.org/2020/K.3.201/gamedev_spring_steam.mp4 That being said I think the approach we're taking with @trompetin17 on GitHub is the right one. One mod mod with a basic map editor, and a mod selector. All the needed shaders, minimum components and other xml files, and GUI to make something. https://github.com/justjuangui/shouldbeinmod_pyrogenesis All the other mods can build on top of that.
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Vulkan - new graphics API
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
@wowgetoffyourcellphone reported lots of errors like this ERROR: Failed to load shader 'spirv/model_common' ERROR: Program 'spirv/model_common' with required defines not found. ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_AO": "1" -
No by passability classes.
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Vulkan - new graphics API
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
Now available on mod.io -
Inclusion of American civs in 0AD (pre-Columbian)
Stan` replied to Genava55's topic in General Discussion
That is correct. Ensuring consistent quality and balancing between a huge number of civilizations is hard and even more so with a tiny amount of people to work on it. We have scripts of course, but before I joined the team, there were a lot of missing assets, broken models, unfinished ones etc. I had been advocating for years when I was a modder for more civilizations integration, kinda gave up on it when I joined the team because some team members were really adamant because of the reasons I quoted above. Then the kushites got in, and finally the han. Another big barrier to the addition of new civs is the scrutiny they go under. Everything is fine with a mod until it gets in SVN, or wants to get in it. Then you need to redo everything. Another thing that is much less mentioned and is starting to be a problem is the art "quality" in the performance sense. @Alexandermb did an incredible job in updating the assets to be more beautiful and more historically accurate (at least I think so) but we now have FPS quality assets in an RTS game, which on the lower end computers is a big issue because of the number of Drawcalls (200 for ships due to lack of instancing) We have models that have useless unseen faces, too many textures variations too (Although I absolutely love it) Shields are made of umbo, ring, front face, back face, which all use a different texture, maybe they could be mapped in a texture atlas, but then we'd need a lot of meshes. Ideally we could control the UVMap position in the actor, but I'm not sure how costly that is. More civs, more assets, more textures => less performance if not careful. -
Introducing the Official community mod for Alpha 26
Stan` replied to wraitii's topic in Gameplay Discussion
Not that I know of, maybe we should make a public poll. -
Inclusion of American civs in 0AD (pre-Columbian)
Stan` replied to Genava55's topic in General Discussion
The idea was to have Empires Ascendant and Empires Besieged both covering 500 years of history. Then you get Millenium AD covering the 500 years after that. It would be nice to start the empires Besieged mod, with Parthia, Germanic Tribes, Tang Dynasty, Imperial Romans etc and make it available through mod.io. -
Simulation/components in public.zip
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F9 or ² should close it iirc.
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They were removed as part of the Alpha 24 Release. To prevent units making formations you can set the default formation by right clicking on it.
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@Freagarach
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Yeah but I have to do the sysadmin work for lack of a better alternative. More applications mean more load on the server and more workload for me. The wiki split is a good point though so it will have to be thought about when it happens.
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Need to be on the same VM to do the various migrations. E.g. Trac2git. (need to write a custom plugin for it (cause only things that exist are sqlite and mysql and we use postgres) Yeah gitea uses bare repos. On the ext4 it doubled the disk space usage.
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My answer is no ^^
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Probably needs some modding, but what's the point? Secrecy?
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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
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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.
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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.
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Did you enable Regicide ?
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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