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Posts
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Everything posted by nani
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Sunday 19 CET A25 - Teamgame for testing balance !?
nani replied to MarcusAureliu#s's topic in Announcements / News
@Stan` -
Another upload from Play&Go ( @seeh ), lately he has been uploading some videos every week of his plays.
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1) This make sense no? 2) Also makes sense otherwise they would not return for resources that are far away (hunting), a fix could be to check for more resources near the dropsite if they can't find any more near the last resource
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Opened for the info, stayed for the music
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You have installed an old version (0.14.0). Delete that version and install the new one. To install follow the instructions on the first page. Apart from that there is nothing else to do and it should work.
- 492 replies
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- building hotkeys
- visible corpses limiter
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I mean the last version of the autociv mod which is 1.0.3 currently (see first page of this thread).
- 492 replies
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- building hotkeys
- visible corpses limiter
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You updated to last version?
- 492 replies
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- building hotkeys
- visible corpses limiter
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You can't just post this image as it is and say all is done, you need the art to be compatible with the 0ad art license. Who made this portrait to begin with?
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The run when in fear.
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I seen this happen in other situations since long ago (alpha 23). IRRC, this is some weird bug where the object is in "between" both territories lines or something similar (how the code bugs might be diferent), basically what you see in the game are "fake territories lines" but internally is computed as squares where each one has an player ownership, seems this one has none or is computed in a way that i gives ownership points to gaia then to enemy, thus you losing them. This also can happen even if the other player is an ally too (:D)
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That's actually easy, for alpha 25 will add it as a possible hotkey Never heard of this problem.
- 492 replies
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- building hotkeys
- visible corpses limiter
- (and 9 more)
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The problem is mostly caused with incompatibilities between types of NAT each router has, only way to be sure everybody can join you is to set up port forwarding.
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@sarcoma @Langbart mod for @mysticjim
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0 A.D. Alpha 25 Feature: Biomes, But Not As We Know It!
nani replied to mysticjim's topic in Announcements / News
Very nice indeed. -
Graphics of the Evening #2
nani replied to vladislavbelov's topic in Game Development & Technical Discussion
:/ -
Graphics of the Evening #2
nani replied to vladislavbelov's topic in Game Development & Technical Discussion
Ok found the cause, seems some data got written to Documents/My Games/0ad/mods/user for some reason and deleting it fixed it. @wraitii you might want to check this as it I find it weird that fonts from the mod get stored there (which means that they get executed even when no mods are enabled) -
Graphics of the Evening #2
nani replied to vladislavbelov's topic in Game Development & Technical Discussion
Uff, for some reason after using the mod alpha 24 won't work. The mod is disabled but now when 0ad 24b is open it shows a black window, nothing more, no crash, no logs. I tried deleting user config, cache. Will try to reinstall now. -
Graphics of the Evening #2
nani replied to vladislavbelov's topic in Game Development & Technical Discussion
@vladislavbelov ok from what I understand you created a new special font where you map one glyph to one RGB color and then each line is broken with an non printable "\n" codepoint. Each glyph is just a rectangle? I wonder if it would also be possible to just use the block code character and then for each one (or range) add a <color > tag around (then no new font needed). Still don't know how you did the raytraced font. Would be cool to make these kind of posts something like an ester eggs or a 0ad blog entry. Fun nonetheless. (at first I thought you used some new pyrogenesis <canvas> object but seem not) -
Graphics of the Evening #2
nani replied to vladislavbelov's topic in Game Development & Technical Discussion
Very nice, you might like to try the same with ray marching. -
A25 Feedbacks from testing
nani replied to Yekaterina's topic in Game Development & Technical Discussion
Overlapping is a "bug" (sometimes is on purpose) and is determined by the pathfinder and the obstruction simulation. From what I've seen in alpha 25 svn units now overlap much more so the problem is worse in that aspect but on the other hand you now don't get the "congestion from hell" you usually get with big armies.