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Stan`

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

  1. Right. And why are we using them like natural written parts of names? I never see Brutus with a diacritic anywhere else, unlike for example José or René, where I'd say that's just how they're spelled. Because technically they are natural.
  2. Images are a bit tricky but the text should be pretty straightforward to add
  3. Sounds like a very complex feature with lots of edge cases. I can imagine units defecting to gaia as a start. Else you'd need to add new players and pretty sure that won't work if you reach 8 players.
  4. It's there, the strings are just missing and need to be added back
  5. I thought @badosu had updated them maybe @smiley or @maroder may want to add them
  6. You do that in the civ.json irc. For skirmish maps you need to do it manually on every single map.
  7. The paths are the same for all versions of 0 A.D. and in the same folders for 7 8 8.1 10 & 11. Logs are in %AppData%/0ad/logs Default installation path is %localappdata%/0 A.D. Alpha/ Mind the space.
  8. What about badosu's balanced maps?
  9. None of the units do? red is for champs purple for heroes, green for mercs, and blue for the rest iirc
  10. I guess the very toxic behavior of people on the lobby coupled with DDOS is the reason too.
  11. Art has kinda been a landmine. Patches are a bit tricky to get right and break mods so I'm usually careful with them ;l
  12. I just checked the files quickly and I have some advices if you want them. You can optimize textures by making them 2x2 instead of 256x256, this will be lighter on older machines. You can optimize textures by pointing always to the same one by editing the actors. Else the game is gonna point to a huge amount of them causing memory fragmentation. To make the modification minimal in actor files you can add a new variant at the end and change the material to default.xml <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> ... </group> <group> ... </group> <group> <variant name="rubble 3x3"> <textures> <texture file="null_white.dds" name="baseTex"/> </textures> </variant> </group> <material>default.xml</material> </actor> You can also precompress textures using the archive builder e.g providing them as DDS instead of PNGs. Some useful documentation here https://trac.wildfiregames.com/#Formodders: There are some tips for mod.json and folder structure. I made a small tutorial for windows There was an utility by @nani but it does not do texture compression You're packaging some tests maps, not sure if intended Not sure why you need terrain_norm_spec The game provides four textures you can use
  13. Usually happens when the mesh has multiple materials you need to remove them all before exporting. If you do need them to texture the castle properly you need to export one mesh per material.
  14. Are you sure it's not for well, the readme? Ah yeah thanks for reminding me of this. Two C++files control this and since we do not do a full rebuild the date doesn't get updated.
  15. It would be nice to check if @Freagarach theory still work. @maroder @smiley do you think you can fix hellas ? @wraitii Do you remember if it's hard to do [Differential] D3191 Some more improvements to the release scripts. (wildfiregames.com)
  16. Here is the third 'Release Candidate' of Alpha 26 - Zhuangzi Downloads - Current bundles are for SVN revision r27067/TBD Linux data and build macOS (x64) macOS (ARM) (Unavailable for now) Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. What changed: Alpha26 – Wildfire Games What changed since the last RC. How to port my mod PortA25ToA26 – Wildfire Games What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Upload your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Enable feedback and see if it works (Main menu) See this video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
  17. Make sure all the objets are joined using CTRL + J before exporting.
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