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Everything posted by andy5995
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Ticket 6622 created @sarcoma@Freagarach@Stan`
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pyromod GitHub Action that will build a pyromod
andy5995 replied to andy5995's topic in Game Modification
The Dockerfile I'm using for the Action is at 0ad-matters/0ad-bin-nodata -
@kun0AppImage for Linux is at https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.26-alpha @Stan`
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I've made a GitHub action that builds a pyromod. It does it using the 'pyrogenesis' archive builder so converts the textures and stuff.
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No, actually the idea just popped into my head one day ("instead of writing a lot of code to alter the bot's behavior, why not just make one civ OP?")
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This is on 0ad.mod.io now and downloadable from the mod center if you're using a26. (cc @Norse_Harold)
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How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
Presently using linuxdeploy to create an appimage, there's no option to disable compression. I've opened a ticket about that on the appimage plugin repo here. Someone familiar with how 0ad decompresses the data at runtime want to comment or have a look @Stan`@vladislavbelov -
@logandavidNot yet. The first problem I noticed was voice chat doesn't work. In the settings, I can grant permissions to my audio devices, but the settings are immediately lost. Welcome to the forum.
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I added some info to the build instructions about using distcc to speed up build times. I see that using distcc has been mentioned here before:
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Hi @Dakara This mod is compatible with 0ad a26 You can download the latest version of the mod from https://github.com/0ad-matters/no-gather/releases The generic instructions for installing mods is at https://trac.wildfiregames.com/wiki/Modding_Guide#Howtoinstallmods
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How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
@hyperionI've opened a ticket -
How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
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First, I'm not very experienced with Blender. I'm using Blender 3.2.2 My goal is to enlarge the females (for the no-gather mod) by 1.25%. I have basic rescaling skill in Blender. I was successful when importing art/meshes/skeletal/new/f_dress.dae and rescaled it, and exported it. When I import art/meshes/props/new/head_female_c.dae, there are no visible objects. I also tried importing the _d and _e file. The same result. Can someone tell me why there are no objects? How many dae files would ultimately need to be altered so that the female support worker citizen from each civ is rescaled?
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ActorEditor works when I use use the -editor argument or select scenario editor from the main menu. As for the rest, I should be able to fix that soon. I don't think the xml is really used by the appimage but I'll correct that. Thanks. Thanks for the feedback. Can you extract the appimage and see what your fps is? You can use './Name_of_app_image --appimage-extract' and then cd to 'squashfs-root' and enter './AppRun' to execute pyrogenesis.
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Game crashes when it cannot find a terrain
andy5995 replied to wowgetoffyourcellphone's topic in Bug reports
@wowgetoffyourcellphone Here's the fix and a little history https://github.com/0ad-matters/community-maps-2/issues/47 -
I made a new mod called no-gather (available for a26) Resources accumulate over time, women are champions, and on random maps players start with about 50 infantry.
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Deactivated. Not needed.
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I know in theory a wiki is supposed to make it easier to maintain documentation, but I'm not sure if that's always the case. Has there been any discussion on using some website builder for docs? A few examples of other projects that do this: Community Health Toolkit Godot Meson Especially after 0ad has migrated to a {git/pull request}-based system so people can submit patches more efficiently, it seems that being able to review new documentation will help assure the docs are in better shape, and hopefully encourage more people to review, edit, and submit.