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Posts
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Posts posted by hyperion
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12 hours ago, causative said:
I want to say I don't have an objection to using a fasces as a Roman symbol - I'm not one to censor history because it offends modern sensibilities. But, if there is to be a fasces, it had better be very clearly based on a real Roman fasces, and not based on the flag of the Italian fascists.
Fascist symbol:
https://en.wikipedia.org/wiki/File:Fascist_symbol.svg
Logo of the PNF:
https://commons.wikimedia.org/wiki/File:National_Fascist_Party_logo.jpg
They don't look similar but the coat of arms of St.Gallen does somewhat:
https://en.wikipedia.org/wiki/File:Coat_of_arms_of_canton_of_St._Gallen.svg
So for me as long as it's clear what is the source and the source is unproblematic the current logo seems fine. Not that I object to changing it either.
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On 16/05/2023 at 11:00 PM, Gurken Khan said:
I still don't know what vulkan is, and who it's for.
https://de.wikipedia.org/wiki/Vulkan
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2 minutes ago, Lion.Kanzen said:
Make a video explaining that we are not like others?
0ad doesn't offer a stable API for modding at all.
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7 hours ago, ShadowOfHassen said:
So I have a GitHub account, would it be Ok to put it on Github and then open a forum post to have people discuss what they thought? Then you all can decide whether you want it in the game.
If this is about history tags then I'd welcome it.
The reason for dropping the ones there were was they were filler mostly like "this is a Roman stable, full-stop" and the like as I recall. So if you get it were they have substance and our historians are happy with the quality I don't see a reason for it no making it into the main game in the end.
I suggest start a mod and limit yourself to 1 or two civs first and try to get the attention and feedback of the historians early.
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I'm not keen on updating yet as some of the packages for which bugs are filed for I depend on which makes testing somewhat tedious. Anyway thanks for the report.
@phosit told me he might have time over the somewhat lengthy weekend.
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Version 10.0.0 is apparently hard masked on my system, reason being it breaks lots of packages. Do you have an older version available?
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That line appears wanting to format an int which should be fine ...
What version of libfmt do you have installed?
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Had SM 102 checked out For SM 91 it's obvious why it wouldn't work.
Attached patch should get you past this error.
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I only have clang 14 and 15 installed, will take a while to build clang 16 ...
Edit: Anyway you might want to file a bug on trac and mark it as release blocker in the meantime ...
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Checking spidermonky sources "build/moz.configure/flags.configure" it looks like it possibly doesn't recognize clang-16 as clang, maybe try
CXX=clang++ ./update-workspaces.sh -j8
instead.
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22 minutes ago, Yekaterina said:
This is how stan found a forum account that I have only used three times and managed to merge it into me with Sevda
Would be nice if he could spend time more meaningful for the project.
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5 minutes ago, Lion.Kanzen said:
It is not that easy, especially it can generate bugs but at some point the team will have to deal with including it.
It's already there, used for some bushes on some map. Using it for all will break forest-nothing type maps and isn't really what people expect me thinks.
So up to map creator.
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36 minutes ago, Stan` said:
Yeah as long as we keep supporting macos 10.13 we're kinda stuck
https://en.wikipedia.org/wiki/MacOS_High_Sierra says unsupported since 2020, not familiar enough with mac land but this sounds like we might be able to drop support as well. Similarly Windows 7 and soon Windows 8 as well a 32 bit builds.
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First of all you need to add mod unloading support, but rewriting larger portions VFS without <filesystem> seems not attractive enough to me.
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If it's a war crime go report it to Den Haag as supposed to in a lawful society, I for one think I'm playing a game here.
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18 minutes ago, wowgetoffyourcellphone said:
Yes, this should change IMHO and I think there would be broad support for changing it.
Similar palisades and outpost with neutral territory as a hotfix for A17 ...
PS: A17 isn't a typo
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How did you try to install the mod? There are a lot of wacky procedures circulated here.
Maybe first just
Quoterm -r /home/xxx/.local/share/0ad/mods/autociv
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2 hours ago, rossenburg said:
Automating fighting is a bit too much.
We still lack an AI that can play competitively and this likely won't change
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1 hour ago, nifa said:
Thanks! Here's the mod So far it only adds the new one for romans
Thanks as well!
Some tips for packaging a mod:
- Mod is named palisades (lowercase (good)) in mod.json, so should live in a directory palisades (lowercase), only some windows filesystem don't care about case.
- Mod (the zip archive) should not have a root folder "Palisades" to allow installation via drag and drop / open with ... / as argument to 0ad on CLI.
- Naming convention is <mod name>-<mod version>.zip, ie. palisades-0.0.1.zip
- Mod version ideally gives a hint as to which alpha it's compatible with, ie. 0.27.0 would be a decent pick, then the next iteration for the same alpha would be 0.27.1
Guess only the second point is really important as it allows to share mods with everyone and not just tech savvy people.
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Looks so much better that I personally wouldn't care about the performance and use it if you provide a mod
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1 hour ago, wowgetoffyourcellphone said:
Then I guess I don't know what you want. The effect remains the same.
Should be placing foundations as well.
@LetswaveaBook, there quite a few aspects you haven't clearly outlined, like how are placements triggered, how are resource cost handled, outlaying algorithm etc. Anyway I don't see a way to abuse current mechanics to do what you want, so you will inevitably have to write some code. If you limit yourself to the special case of placing farms around a farmstead this doesn't seem all to difficult tho.
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12 hours ago, Vantha said:
As I said I admit that garrisoned units getting damaged would be dumb. But what if units get damaged whenever the building collapses?
I wouldn't call it dumb at all but something deserving a fair discussion, fire damage could be changed to damage garrisoned units to sell it as plausible but then people will pop up and request torch throwers, so I'd rather not
As for units getting damaged on collapse, I don't think that's helpful in making turtleing actually useful but still beatable across all skill levels. To get there I'm pretty sure all civs need some ranged siege and repairing needs to cost some resources.
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28 minutes ago, PedroLopes951 said:
Any sugestions ?
Seems it can't find mod mod or public mod, check your logs for further hints.
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1 hour ago, Vantha said:
It always feels wrong to see an entire building collapsing and then all garrisoned units standing on the debris completely unharmed. It would be accurate and realistic to have the units take at least a little bit of damage from the collapsing building. So here's what I suggest, two possibilities:
There is something called EjectHealth, so units get ejected even before collapse. If they can't be ejected they die, example ship far off shore. Works currently exactly as title requests.
"Accurate and realistic" is a broken argument, it doesn't care at all about play-ability and could even be used to argue for the opposite just as well, like who in their right mind wouldn't evacuate before it's to late ...
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Alpha 27 - Roman Fasces might be interpreted as a fascist symbol
in Game Development & Technical Discussion
Posted
We can expect the fascist to have done their research as well and based their logo on authentic sources.
For example the ones depicted in https://en.wikipedia.org/wiki/Fasces#/media/File:Roman_armour_and_accessories.png look a lot more like the one commonly associated with fascism. The same for the stone tablet and the coin you posted.
The two sided axe is from an Etruscan tomb if my search didn't fail me, so can it be considered Roman?
I'm not saying your are wrong or the image shouldn't be changed, just that I suspect any form of authentic faces may be linked to fascism one way or another if one looks hard enough.