Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.008
  • Joined

  • Last visited

  • Days Won

    524

Everything posted by Stan`

  1. I'd avoid ~ in the path. You can use an absolute path iirc.
  2. The problem is not with Blender. The PSA and PMD format ignore all scaling parameters (other than maybe units) usually you have to apply scale (ctrl + A) depending on whether you do it on meshes and armatures results may vary. Generally speaking exporting scaled animations usually results in bad things. The docs about exporting recommend avoiding it. Now in theory you can still do it carefully. For your scaled mesh you have to reexport every single animation as it if it was a new object. So for bipeds that means exporting 200 files probably. It's somewhat easy to make a python script to automate it, but there might be some constraints that do not work between anims.
  3. IIRC @wraitiiused brew at some point but it was a mess. Also this way you can have it on an external hdd without worrying too much about where to find things. Anyway @hyperion is right the main point is that if a distro decides to update their package and it breaks it's a them problem. If you do on macos and it breaks it's a you one and given the little amount of macos devs it's probably one that will be hard to merge especially if it touches code used by all the other platforms. Stuff like the SDL has a huge tendency to break things between minor versions ^^ EDIT: licenses too e.g. openssl
  4. Hello everyone, It is with great sadness and a little relief that I am announcing my retirement as project leader of both 0 A.D.: Empires Ascendant and Wildfire Games. It has been an awesome 12 years and 8 months, with its ups and downs. Making it to the team will remain one of my greatest achievements ever. After 6 years of 3D art struggles, getting the chance to join the team was unexpected (and, to this day one of my proudest moments), and two years later to be offered the leader job came even more as a surprise. It has been an incredible opportunity to be the leader of such a project. I would not have met half of the awesome people I met if it were not for it, and I would certainly have not have had the opportunities to go to the places I went if it were not for it. I don’t know half of you half as well as I should like; and I like less than half of you half as well as you deserve. Being able to spread the word about the game around the world has been an honor, and I hope the game will continue to shine at events. Recently, I had less and less energy and motivation to give to 0 A.D. The delay followed by the cancelling of A27 was no exception; I simply could not give the same energy I gave for the previous ones. The lobby became a source of permanent mental load and anxiety, first because of it is lack of moderation, then because of it started becoming moderated, and now because mods splat the community even more and the cheating is rampant. And it went downhill from there, as I started the longest break I ever took from 0 A.D. Those of you that know me know I was not really far, but I was simply not there. On the development side, I cannot seem to find any fun anymore. Everything feels more like duty than an actual desire, which can only work for so long until it breaks. The learning curve is just simply not worth the burnouts anymore. There are so many things I wanted to add to 0 A.D to showcase the true potential of the engine, as it is just immense, look at all the mods have done, look at all the thing people learnt about history, programming, art, bugs.. But I don't feel I can carry that vision anymore. I believe it is time for a change. I am therefore, effective immediately, quitting my functions as programmer, artist, video editor, documentation manager, translator, human resources, moderator, social media manager, public relations, system administrator, mod signer and modder, (all my mods can be considered archived until further notice). It is the only way for me to ever move on. I cannot just keep doing one thing for 0 A.D., unless I get a clean break I will continue feeling everything not covered by someone is on my shoulders, and it is a weight too big for a single person. I would like to thank everyone that made some or the whole journey with me, I will miss you all very much. I hope we shall meet again. I would also like to thank all the players that took action in the balancing department it has not been an easy task. I do not have ideas for the person who can or will replace me, nor do I know whether I should be replaced by a single person. I will leave it for the remaining people to decide what kind of leadership model they want to go for from now on. As for what I'll do next I do not know yet, but I've been working on Godot tools to import 0 A.D. assets and it's been fun, so I might continue that. I'm still working with Activ' Design this year as well. tldr; So long and thank you for the fish. May Wildfire Games and 0 A.D: Empires Ascendant live a long and healthy life after I am gone. Best regards, Stan
  5. One can also use the new flyer template I suppose. It even has a QR code! Could probably be translated to german if need be.
  6. I have a long running project of making a small rts with godot and 0 A.D. assets. We talked a little about it with Akien and StraToN. So it would be nice to know if at least it's feasible Whether it's automated or not is up to you. You might want to look at the modding guides and art docs on trac.wildfiregames.com to understand how they work. Basically it's the same armature for all bipeds. The only thing that changes is the skin. All animations are exported one by one. Skins are denoted by mesh tags and animation in animation tags. If Godot'importer allows for dae I would recommend that over tons of manual export work. One can also import pyrogenesis actors in blender. There is a script on my Github. I would stay away from animated meshes until you are familiar with the normal ones and their variants. This can get quite complex.
  7. Would you mind sharing the exception?
  8. You do not need the translations to be revised to be able to play with them. SVN/Git have all the languages. The release only bundles languages that have been translated above 80%
  9. Either A24 or A25. Most maps have not been updated to make use of them, so that's maybe why.
  10. Can someone create a ticket?
  11. With the extended deadline maybe we can have https://code.wildfiregames.com/D4770
  12. It would still better to do some research and have ancient chinese pronunication and words if possible.
  13. That's the point. That's how most of the languages are designed, almost nobody speaks ancient chinese, ancient greek, meroitic, latin in a common fashion. That's one of the features of the game. I personnaly loved the voices from Age of Mythology because of that.
  14. Thanks for checking. Is it really so bad quality that it's worth waiting forever for actual historically accurate chinese dubbing?
  15. Maybe the unit wasn't set to doesn't have the turretable component? infantry_rifleman_assalt
  16. There isn't, but if you can provide a proof of concept why not.
  17. Because all unit stats techs change, so the result might differ drastically/ error out
  18. Here are some voices generated by @Yekaterina all of these tracks by typing the Chinese phrase into Luyinzhushou (a software that reads converts Chinese text to voices with selectable personalities). She is a native speaker of Chinese. The voices feature a range of accents and dialects to reflect the vastness and variety of Han Dynasty. A 21st century Chinese person should be familiar with these phrases. @AIEND can you check them? chinesevoice.zip
  19. That's because you're not in the correct folder. You're in /Applications/0ad/ while you should be in /Users/{YOUR USERNAME}/Library/Application\ Support/0ad( See: https://trac.wildfiregames.com/wiki/GameDataPaths) @real_tabasco_sauce yeah that will be fixed in rc2, sandboxed apps have different location, but they are only needed to go to the app store.
  20. I suppose not, do you have vsync on or the frame rate limit ? How many fps do you have with opengl?
  21. @Gurken Khan the new ones or the old ones? I don't suppose we store the timezone in the replays only a timestamp ""timestamp":1641561620"
×
×
  • Create New...