
asterix
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Posts posted by asterix
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16 minutes ago, Stan` said:
Can you give me a time
If you mean the very beginning, it's because the textures are not cached yet.
yes that was it also around seventh minute he was talking about some ai bug with new spidermonkey that he was testing plus some units gatherers got stuck to get to one tree in the first half of video too.
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@Stan` @vladislavbelov I believe this is new graphics slowly loading? (textures) sometimes clipping or glitches.
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1 hour ago, wowgetoffyourcellphone said:
@Freagarach said he would make pr this week http://irclogs.wildfiregames.com/2020-08/2020-08-10-QuakeNet-%230ad-dev.log
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26 minutes ago, wowgetoffyourcellphone said:
There are others if you follow Belular news on youtube https://www.youtube.com/channel/UC3nPaf5MeeDTHA2JN7clidg and it is long standing trend in some countries eg. american, asian and so on.
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2 minutes ago, Itms said:
Hi andy, sorry I hadn't seen this topic, so I didn't know I had to review the mod. It's better to send me a PM (even though I can be long to answer, at least I know I have a mod to sign).
I haven't deleted/rejected any mod, so I don't know what happened with yours.
EDIT: I think one of the mod.io developers cleaned up all pending/incomplete mods from the whole platform.
My guess is mod.io there were some addittions recently, maybe their server recently had to fix so I guess it corrupted cache or database.
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40 minutes ago, Stan` said:
The engine added an experience trickle feature for A24
Not sure it's used yet. @Freagarach?
btw there is still not committed https://code.wildfiregames.com/D1323
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2 hours ago, myou5e said:
#252 ? Can you link this? I don't know what it refers to?
https://code.wildfiregames.com/D368 but it requires this i believe https://code.wildfiregames.com/D2229 which in turn requires https://code.wildfiregames.com/D2808
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2 hours ago, m7600 said:
You know, I think I might just do that. Other people have suggested this as well, so why not? I'll have to contact the folks of Millenium AD to see if they're interested.
From my point of view i am interested , I will have to ping others @Stan` @wackyserious @Alexandermb @Lion.Kanzen @Nescio, btw development version is here https://github.com/0ADMods/millenniumad
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On 7/31/2020 at 9:59 PM, snelius said:
It's a very nice mod. Last feature allows even to measure gathered resources per sec. I like that.
Would be nice if implemented in next alpha release, as well as your balanced maps bundled into regular 0ad version (out of the box).
Thanks a lot @badosu for significant contribution into 0ad polishing and tuning up!42 minutes ago, badosu said:Well, I was gonna wait a while and polish it up. But I am undecided on how to fix colors and etc and want some feedback.
This version adds the civ emblem inside the indicator, this is not only useful to show the civ and team but also adds some area to the indicator for hover when showNames is false.@Stan` @wraitii @Itms patches are welcome at https://code.wildfiregames.com/differential/diff/create/
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3 hours ago, Nescio said:
Great, many thanks for the clarification!
4 hours ago, Itms said:There is a confusion here: we do use the same engine as Firefox. However, we need to build the game with it, so we need the development files of SpiderMonkey. When one installs Firefox, they only download the compiled Firefox which includes (or comes alongside) the compiled SpiderMonkey. Similarly, when we release 0 A.D., we distribute the compiled SpiderMonkey which is quite small. 0 A.D. end-users can download the compiled SpiderMonkey to run 0 A.D.; on the other hand, they cannot build 0 A.D. For that, one needs the development files which are heavy.
If you want to take a look, in some package managers, the former is called mozjs52, the latter is called libmozjs52-dev.
That is because you built SpiderMonkey. If you checkout a fresh SVN copy, that folder is 98 MB (which is already heavy: it's the development files). It is worth mentioning that SpiderMonkey devs improved the size of the source SM tarball so in SM52 that folder is now only 35 MB.
When you build a big project such as SpiderMonkey, the compiler outputs a huge lot of intermediate build binary files that take up a lot of space.
If you want to reclaim that space after building, you can delete the folder libraries/source/spidermonkey/mozjs-45.0.2/. The built files, needed by 0 A.D., are copied elsewhere at the end of a build.
Not really. It is SpiderMonkey that constrains which C++ version we support. Right now, it's a lot of work to migrate to C++14/17: that work is upgrading SM
Once SM is upgraded, supporting new versions consists of a three-line change in premake and possibly some small adjustments. Upgrading SM also means dropping some old compilers, which is work, but it's communication work with package managers rather that programming work.
Btw according to this https://www.mozilla.org/en-US/firefox/78.0/releasenotes/ this latest esr version supports old MacOS this what you call lts.
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10 minutes ago, Lopess said:
It makes sense, perhaps with a shorter life, but quick to create and low cost. Something that was part of the wars in Mesoamerica was the burning of enemy buildings, perhaps that would be interesting to be represented in the 0ad.
There is possibility to do this thanks to https://code.wildfiregames.com/D2281 https://code.wildfiregames.com/D2092 and so on @Freagarach @Stan`
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4 minutes ago, badosu said:
Who nerfed Skiritai?????
do not know https://code.wildfiregames.com/search/query/jQ479i9dV953/#R
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19 minutes ago, freerangeninja said:
Hey all,
Posting this as I'm not sure who specifically to talk to but to preface, I've been playing the game for a few weeks and I think its already amazing and still has so much potential.
The one thing I feel that is lacking is the interface. There's some parts of it that aren't very intuitive and also visually could do with an overhaul.
I have a lot of time on my hands at the moment due to lockdown and I also have 10 years in the business doing User Experience Research, User Experience Design and User Interface Design. I'd love to offer some help and expertise to the project but not sure who to reach out to about it.
GG's
there are also some mods that try to do this
Generally you will be very needed
you can maybe review or create patches https://code.wildfiregames.com/D1650 https://code.wildfiregames.com/D1703 https://code.wildfiregames.com/D2814 https://code.wildfiregames.com/D11 https://code.wildfiregames.com/D1925 and so on
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2 hours ago, m7600 said:
MakeHuman, Blender 2.79, Gimp
You are not using Blender 2.83.3lts because of your hardware?
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4 hours ago, Ultimate Aurelian said:
Does not Hyrule Conquest have a similar feature ?
It does next version will have it but thanks to that they have to rewrite the ai again so only four basic civs will have support.
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@Mr.lie https://trac.wildfiregames.com/wiki/SubmittingPatches https://trac.wildfiregames.com/wiki/Phabricator#UsingDifferential
Note: if we speak about art there should be EOL native and given group reviews O12: Art
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1 hour ago, Mr.lie said:
if you want to patch main game you need to put it here https://code.wildfiregames.com/differential/diff/create/
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@vladislavbelov any update from this thread? (glow, light, lighting, storm)
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2 hours ago, orionirion said:
hi, I saw on the mods page that you were accepting help, is it still the case? were do we have to apply? what are you working on right now?
We would be glad if you can help us in e.g. when you look at readme under contributing https://github.com/0ADMods/terra_magna but keep in mind that rather make artistic contributions in separate threads for civilisations https://github.com/0ADMods/han_china https://github.com/0ADMods/yayoi_japan https://github.com/0ADMods/xiongnu https://github.com/0ADMods/illyrians https://github.com/0ADMods/thracians
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On 7/18/2020 at 9:49 PM, Mr.lie said:
Done, i'll hope this time correct
@Mr.lie there are some new comments https://github.com/0ADMods/millenniumad/pull/55 by @Stan`
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0 A.D. on YouTube
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