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Posts posted by Stan`
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On macOS all the log folders and cache folders are hidden folders.
You might access them through a terminal window with the the open folder_name command.
https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
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My bad. Should be good now.
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4 hours ago, MirceaKitsune said:
I still get errors about 0 A.D. wanting spirv in latest Git, which is strange since I thought every dependency for Vulkan was integrated long ago
SPIR-V files are binary files. As such they are not present in the git repository.
You can either build them, or download them from the nightly build.
Windows provides a script for this. You can adapt it for linux as well.
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16 hours ago, ArjenSD said:
I tried to save an online gameplay, but when I load the saved gameplay the terrain is changed. For example a complete sea was gone.
Is this something that will be developed?I love this game!
Can you upload the save game somewhere?
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7 hours ago, eZamus said:
yes I am aware for the JS side, it works fine, my question was more about the c++ code
Actually I can work on the atlas / Scenario editor, it's just I had to close the app, rebuild the solution (on "selecting" "pyrogenesis") and reopen the scenario edit passing through the 0 AD menu each time I want to test/see my change, is there a better way to work on the scenario editor ?
You can add the -editor command line argument
Regarding Atlas some work has been done by @trompetin17 to get rid of it and instead do everything inside the game.
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That would be a question for @real_tabasco_sauce for the main game or @wowgetoffyourcellphone for DE.
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JS code should hotload on change. You cannot add new files when the game is running though they won't be picked up.
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For formation banners given the size the polycount would be okay.
Yeah some of Alexandermb's models have a way too high polycount.
I mean the game supports setting three different meshes depending on the quality options. You can check the barrel actor for an example.
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Currently you can do
- civ_infantry e.g han_infantry (everyone can train han infantry by capturing this building
- {civ}_infantry gets replaced at run time by the owner civ if such a unit exists for them
- {native}_infantry like 1) but dynamic useful if you have three embassies templates with different civs for instance.
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12 hours ago, nifa said:
Hey, thanks! Yeah, polycount is higher than the carthagian actor, which was basically 2d. The first three standards have 1.5 to 1.9 k tris, the last one only 800 tris. The most consuming are the items on top (eagle 1.5k, hand and wolf each 900 tris). I tried saving geometry where I could and baked a lot to normals, maybe the eagle could spare some tris though. But I think all in all it's not unreasonable high, or is it?
Btw everything is baked on one texture. Anybody who wants could easily combine the parts to make more or different standards for variety or ones with less geometry.
Hey sorry for the delayed answer.
The polycount limitations highly depend on the number of units with those things.
You can check out the number of tris in the editor, (disable shadows in atlas first) but i feel like it should be 400-500 considering unit models without props are around 1000.
Lods are an option though and we could have a higher quality version for high quality model level. Does that make sense?
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It was not. At the time I didn't know how it worked and I just wanted to add a cool asset into the map editor.
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Have you built wxwidgets with the v141xp toolset ?
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That's the issue with allowing buildings to train all units, since you might see Atlas only entities, or entities that were not made or balanced for matches.
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I think something like that was attempted in milleniumad. Not sure it was finished.
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Can you take a screenshot of the left of Visual Studio? Do the projects they show v141_xp .
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Hey nifa, nice to see you back!
They look pretty nice. The polycount looks high though
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39 minutes ago, Atrik said:
Ideally entity id shouldn't be changed on upgrade, pack/unpack, or anything. This results in this kind of complications. I also would love to track some statistic per entities but this is making it difficult.
https://code.wildfiregames.com/D4991
@Atrik could you provide a minimal replay of the bug(s) so we can open issues?
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51 minutes ago, Tee said:
Yes, my mistake. Really anywhere I can be useful. I have some skills in web development and design. I wasn't quite sure how those web development skills can be applied to the actual game itself so I didn't know the best answer for it, but if it somehow falls within range, I'm open to it. However, I would be willing to donate my time to any tasks that are needed regardless if it's programming or not. I can also do Spanish translation if that's needed.
Regarding translations, you can go ahead and help with the spanish translation of the game on Transifex.
Regarding programming, if you know web technologies, mostly JavaScript, you can contribute to half the codebase, and a little 1% with python as most of our scripts are made with this.
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2 hours ago, real_tabasco_sauce said:
Personally, I think campaigns could make up for some of the historical/realism lapses that are needed for good multiplayer gameplay, but the fundamental gameplay should be consistent between basic single player and multiplayer. Ideally, players learning in single player should help prepare them to go up against player opponents.
Could be a checkbox like "ranked". I'm still quite puzzled at our userbase stats. 22k players on Snap for instance, are they all playing SP? That's crazy.
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Hey @Tee
Welcome to the forums & thanks for the application
I'm not quite sure where you want to contribute, could you clarify it for me. Your application title says design, and you say you don't want to do programming, yet all your skills seems to be in the programming area.
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1 hour ago, Grautvornix said:
But I believe this information is collected anyway when enabling feedback.
Yes but it's pseudonymised with your user report id. And we have no matching DB. Nor should we.
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