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Stan`

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

  1. I would like to stress that so far only the rice field and regicide fixes have been committed. Nothing from the mod itself. A possibility is for the mod to be rebased for A27 and continue to exist as standalone. We have not decided what to do yet because there is too little activity on the other side. Only three people are active. One is working on a new Atlas, the other on Vulkan, and the last one is working on some minor art fixes.
  2. @Freagarach separation of build and repair caused this maybe?
  3. What if you set highdpi = true in the options ? https://trac.wildfiregames.com/ticket/6649#comment:5
  4. Well you have the versioning system so you can actually figure it out. I'd bet it's been there for about 12 years and was never really an issue.
  5. @real_tabasco_sauce Should the poll be updated? What should we do with the previous results? Feature freeze is in a month in theory.
  6. We blocked The #1 ISP in his country. And it was not enough. (Also prevented all the people from playing in his country) It was since reverted.
  7. No they do not 0ad/kush_temple_amun.json at master ยท 0ad/0ad (github.com)
  8. Actually 1.0 and above because of Windows; Sadly it seems some stuff broke on newer versions of Gloox at least @maroder could not compile. I fixed their implementation for WinTLS 1.2 but I didn't go as far as fixing the glooxwrapper yet.
  9. Before packaging mods was a hassle because you had to download mods and put them in correct directories and whatnot. Now I can just create a github release and the pipeline takes care of the rest. Then I can download the pyromod turn it into a zip sign it and upload it to mod.io. You can also download the pyromod and install it.
  10. Well for that you'd need to have the discussion happen on gitlab which never happens because most people prefer the forums. Also most decisions were taken by majority rather than unanimous decisions.
  11. 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...
  12. 0ad mods now have github actions thanks to @andy5995 to generate pyromods on the fly
  13. There are plans for a revamp but they were never put in motion. Implies moving many things to Trac too
  14. Fixed thanks. Well it cannot be for everyone. But it's sad. Did you show them new maps or mainland?
  15. 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!
  16. Last two 0 A.D. presentations (In french)
  17. 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.
  18. 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
  19. 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.
  20. 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
  21. 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
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