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Everything posted by Stan`
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Fixed thanks. Well it cannot be for everyone. But it's sad. Did you show them new maps or mainland?
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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!
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Last two 0 A.D. presentations (In french)
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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.
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Introducing the Official community mod for Alpha 26
Stan` replied to wraitii's topic in Gameplay Discussion
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 -
suggestions Thread for posting suggestions for Alpha 27.
Stan` replied to Lion.Kanzen's topic in General Discussion
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. -
0ad from Arch repo works great, but from snap it won't start
Stan` replied to cantfind's topic in Help & Feedback
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 -
suggestions Thread for posting suggestions for Alpha 27.
Stan` replied to Lion.Kanzen's topic in General Discussion
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 -
Well you can have a trigger script that restricts certain buildings from being built by researching techs at the beginning
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0ad from Arch repo works great, but from snap it won't start
Stan` replied to cantfind's topic in Help & Feedback
@oSoMoN Could be some permission issue or a difference in librarires in the the snap vs the distro package -
@andy5995 @Feldfeld
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It's alright. Hopefully next alpha will have a signed build as well
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suggestions Thread for posting suggestions for Alpha 27.
Stan` replied to Lion.Kanzen's topic in General Discussion
You have tools to show possibility in Atlas in the terrain tab IIRC. -
Yeah, check the download page?
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Game Setup Parameters in A0.26 and scenario maps.
Stan` replied to Frederick_1's topic in Help & Feedback
@wraitii -
You need his oos log as well to check
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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
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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
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WIP Atlas UI Changes
Stan` replied to trompetin17's topic in Game Development & Technical Discussion
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. -
Please wait 20 seconds before attempting another search
Stan` replied to Yekaterina's topic in General Discussion
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. -
WIP Atlas UI Changes
Stan` replied to trompetin17's topic in Game Development & Technical Discussion
But I mean if you wanna do video support be my guest -
WIP Atlas UI Changes
Stan` replied to trompetin17's topic in Game Development & Technical Discussion
The trailer patch is available on Phabricator. It just adds constant framerate and jpg support. https://code.wildfiregames.com/D3507 The thing it relies on is in the game. Then you just have to write scenarios like those https://github.com/0ADMods/trailer_tools So you can actually have videos but they will run as fast as your PC can handle. FFMpeg has to be downloaded manually cause it has a special license no? I know of no software bundled with it. Raises the question of distro support too. Also backend integration with the renderer I guess ? Buggy how? Just the projectile not showing up the first time ? or the fact that missing anims will show an out of sync idle because it removes animation sync. -
That is all, thank you
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It's meant to be.