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Posts
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Everything posted by andy5995
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Actually I just tried reproducing this again but I am not able to. @Freagarachhow about you? DISTRIB_ID=ManjaroLinux DISTRIB_RELEASE=22.0.0 Using 0ad-0.0.26-alpha-2210110407-x86_64.AppImage
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mod shiny - alternative main menu & UI theme
andy5995 replied to maroder's topic in Game Modification
@CeresThe README is at https://github.com/0ad-matters/gh-action-build-pyromod and a thread here with extra info -
@norjayFor that test, I setup 3 AI vs 3 AI and then set the game speed to 20x. In other tests, yes, sometimes I make all the AI players opponents.
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From my initial test, it seems kind of cluttered, with too many bottlenecks. Note in the mini-map, the AI doesn't even try to build (or they can't build) in a significant portion of the map. Though I definitely like the concept and general uniqueness of this map @norjay
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@Outis Already done, as of v0.26.5 https://github.com/0ad-matters/community-maps-2/releases/tag/v0.26.5 Those 2 you mentioned are included in the "6" I mentioned in the release notes.
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Waterfall on random maps using particle effects
andy5995 replied to andy5995's topic in Eyecandy, custom projects and misc.
I agree that it's inferior, but it hasn't been tweaked yet. The samples are just from an initial experiment. I don't really know how much it can be improved. Also.. I didn't know there were already existing waterfall actors... that's good to know! -
New Map: Aegean Archipelago (Skirmish)
andy5995 replied to Yavin's topic in Scenario Design/Map making
I've added this to the Community Maps mod and it will be included with v0.26.5. Thanks @Yavin -
I agree that three levels should be perfectly adequate. Seems like once the other details are worked out, this should be implemented on 2 or 3 maps before the next release, then changed as the feedback comes pouring in or bugs are discovered. Gotta figure out the heights yet for each of those levels though.
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After more experimenting, I got this, which I think is pretty good but maybe the pattern is too visible?
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It seems like there's not enough ice textures for terrain. I found this public domain ice texture and like it, but it seems to have some jagged outcroppings. I like that it's not completely smooth, but I think it needs *some* smoothing otherwise it looks funny when units walk across it. Can anyone touch this up or make a texture based on it? The shiny, smooth but somewhat ripply ice texture is what I like, and the color. The third pic is where I tried to modify the first one, and made it 2048x2048 but probably lost some resolution... It looks nice in-game but I think it could be improved.
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Congratulations
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I'll try to answer even though I'm a bit late... In you `$HOME/.local/share/0ad/mods/user/` folder (or corresponding Mac or Windows folder), create `maps/random/rmbiome` Copy randombiome.js into it, and edit this function (near the top of the file): function setSelectedBiome() { // TODO: Replace ugly default for atlas by a dropdown setBiome(g_MapSettings.Biome || "generic/alpine"); } You can change 'alpine' to any of the biomes listed in the generic folder. Now when you generate a map from a random map in Atlas, it should use that biome. Note that it only works if the random map includes the 'setSelectedBiome();' function (most random maps do).
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@OutisSometimes it happens by design, and sometimes by accident. I've updated the wiki to explain more about that. See the player settings tab section and civilization subsection. By design, some map authors are trying to recreate historical battles and intentionally set the civs when they create a map. Sometimes certain structures or units are placed on the map during creation that can only belong to a specific civ, and therefore changing the civ during game set up would cause errors.
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Introducing the Official community mod for Alpha 26
andy5995 replied to wraitii's topic in Gameplay Discussion
At the top of that thread. -
Will 0AD be released on steam?
andy5995 replied to leopard's topic in Introductions & Off-Topic Discussion
It's already been removed from Steam. I'm not surprised it was easy to have it removed. Though I don't know the steps taken to have it removed. I was just looking through the gpl-2 license file in the source root of the 0ad distribution. I didn't see anything that stated that derivative works must be of a different name than the original work. But perhaps "derived work" implies it's "separate" because it was "derived" from the original. My interpretation is that In this case, the person who put that on Steam did not have the rights because he or she wasn't distributing it as a derivative work, but branding it as the original work. Furthermore, section 2, subsection b of the GPL2 license states I read in a reddit post that the person who posted this on Steam was planning to charge 8 Euros for it. My interpretation of subsection b is that if someone tries to publish the original or derived work, they do not have any rights to charge money for it. Note that if the prepositional and a few other phrases are removed: You must cause any work that you distribute or publish, that...in whole ... contains...the Program...to be licensed as a whole at no charge to all third parties... -
I think one common reason that error can happen: https://trac.wildfiregames.com/ticket/6586
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Enjoy your rest, @Stan`!
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I've replaced the version in community maps with carpathian_2.zip.
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I made a few changes to both Yekaterinaville and Mainland Rectangled Pic 1 shows an Arctic biome for Yekat... Pic 2 shows the Fall biome Pic 3 shows Mainland Rectanged with the Fall biome
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sounds Selection sound for camel archer should be changed
andy5995 posted a topic in Art Development
Ticket 6640 created -
How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
@dandaman46I think I found the problem and fixed it in https://github.com/0ad-matters/0ad-appimage/pull/8 The updated appimage should be available in about an hour on the releases page. -
How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
@dandaman46Thanks for the report. And welcome to the forum. I'll look into it soon. In the meantime, you could try running it with the `--appimage-mount` option. You should get some output like `/tmp/.mount_0ad-0.XVxKe6` and no prompt. Then switch over to another terminal, cd to the directory shown in your output, then cd to usr/bin and run `./pyrogenesis`. After you exit 0ad, you can unmount the appimage by hitting ctrl-c in the terminal where you originally mounted it. Please let me know if that works for you.