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Everything posted by vladislavbelov
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By glow we usually understand post-processing filter which adds a bloom-like effect. Yeah, I'm working on that, and that will allow to add an adjustable glow effect.
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Hi! Maybe it's caused because it can't read the default hotkey configuration file. Usually it's located at binaries/data/config/*.*, if not see below. You can find directories (beside the main one with 0ad-data) used by the game here (where it can read or write): https://trac.wildfiregames.com/wiki/GameDataPaths#Linux
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Maybe consequently applying https://trac.wildfiregames.com/wiki/PortA24ToA25 and https://trac.wildfiregames.com/wiki/PortA25ToA26 might help.
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I believe it's useful for posts that aren't on the first page already (when a lot of activity on the forum), because it makes a search faster. I think it depends on a mail service and how to arrange groups. I don't get mailbombed.
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Might also want to take a look at https://trac.wildfiregames.com/wiki/PortA26ToA27
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Default unit behavior: capture or destroy?
vladislavbelov replied to Gurken Khan's topic in Gameplay Discussion
Maybe we can just make an option so everyone can choose the most attractive one. -
Default unit behavior: capture or destroy?
vladislavbelov replied to Gurken Khan's topic in Gameplay Discussion
Currently only implodedok can handle it. Usually the site doesn't have problems with polls (also I don't see "unregistered" votes). -
Scenario Editor crashes on startup
vladislavbelov replied to Chandragupta Mourya's topic in Help & Feedback
So the game runs correctly? -
Scenario Editor crashes on startup
vladislavbelov replied to Chandragupta Mourya's topic in Help & Feedback
When it's started to crash? -
Scenario Editor crashes on startup
vladislavbelov replied to Chandragupta Mourya's topic in Help & Feedback
Sorry for the long reply. Could you attach the log folder (you can find it by opening %LocalAppData%\0ad\logs in explorer)? -
It depends in which way you're asking. For example Atlas can import a heightmap which was eroded (16-bit aren't yet supported, but planned).
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Hi! Could you post your mainlog.html and system_info.txt from the log folder?
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Crash when trying to join multiplayer game.
vladislavbelov replied to Meateater's topic in Bug reports
The JS error doesn't seem to be matched. UPD. A similar error was fixed here: https://trac.wildfiregames.com/ticket/6433 -
It was a great time to work with you! You've done uncountable amount of things to improve 0 A.D. in many areas. It was taking a lot of time and energy, it wasn't simple for you but you've made much further than many others in that situation. Thank you for all you've done! I wish you a nice journey and to only do things you really enjoy 0 A.D. development is keep going and I'll be always glad to hear your feedback if you came to say hello
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It doesn't seem to work. For example if a person plays on a computer without an internet connection and uses a phone to download files and visit websites. If they can pass registration captcha why they wouldn't for login? Also we don't have a reliable way to distinguish a real person from a prepaid person to spam until they post.
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We use captcha for the registration on the forum. I'll check what we can do.
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Yeah, we include those shaders in release and release candidate builds. Thank you for the feedback!
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Hi! What were the issues? We don't plan to have the main repo on github, so adding its actions isn't in our priority (especially its support). Currently our goal is to decide and perform (if finally decided) the transition from svn to git (on our server). After that we might want to setup similar actions on our server. Currently we have autobuild for Windows, and for Linux/macOS we automatically build releases and RC. We have thoughts about nightly/weekly builds for all platforms. But we're really limited in free hands (for creating and reviewing), so it's not going to happen soon. Also you might take a look at @andy5995 appimage work: https://github.com/0ad-matters/0ad-appimage
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You might take a look at old docs: https://trac.wildfiregames.com/wiki/AndroidPort and related files in the repo: https://trac.wildfiregames.com/browser/ps/trunk/build/android We should have no problem with the arch itself since we build the game for macOS ARM64. I think it might be possible (especially if it can be done in a fork to avoid support cost for us, at least for now).
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Eh. We had experimental support of Android builds long time ago. In theory it should be possible to make it working again, but we have no people for that.
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In the game or in the emulator?