crazy_Baboon
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Everything posted by crazy_Baboon
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How do i make my mod compatible with online version?
crazy_Baboon replied to crazy_Baboon's topic in Game dev
Do you know where? -
How do i make my mod compatible with online version?
crazy_Baboon replied to crazy_Baboon's topic in Game dev
Is this check disabled inside the mods themselves or is it hardcoded in the engine? -
How do i make my mod compatible with online version?
crazy_Baboon replied to crazy_Baboon's topic in Game dev
does anyone know which hash is calculated when running the mod? Which .zip files have their hash verified? Thanks -
How do i make my mod compatible with online version?
crazy_Baboon replied to crazy_Baboon's topic in Game dev
Thanks @Stan`! Does anyone know how to get my mod to work online? Cheers -
Hi, I am learning how to make modes and made a simple "learn_modding" that changes the default trade values. It runs fine in single player, but when i go online it stops me from using it: Why won't 0ad let me use the mod online? How do i get it to work? Cheers
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Thanks @faction02
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@faction02, Thanks, I have created a folder named forum_replays in .local/share/0ad/replays/0.0.23. However, when i open the replays menu i cannot find it! Any suggestion? I have autociv and fgodmod installed. Running popOs. Cheers!
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The question says it all... How do I replay Where should i place the .txt and .json files? Thanks!
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Hi folks, I would like to change the default value of market trading probabilities (default 25% of each resource). I tried to find it in simulation/data/settings/ and other directories in public, but to no avail. Anyone knows where can the default values of resource probabilities be found? Thanks! ps: A23
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Question about multiplayer hosting
crazy_Baboon replied to crazy_Baboon's topic in Gameplay Discussion
@nani That is a shame, this lack of transparency. -
Hi, Is there a way of not allowing any 0ad mods in the game that one hosts (not allowing autociv, for example)? I want to host games where all the players are only allowed to play the vanilla 0ad, no extras. Cheers
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Hi, Does anyone know if 0ad runs well on the following hardware: NOTEBOOK IDEAPAD S145-15API-735 - AMD R3-3200U 8GB RAM 256GB SSD VEGA 3 ? OS to be installed: Linux Thanks
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Hi, I have been hosting 2 vs 2 multiplayer games quite often since Corona times started. However, i have noticed that, as the game progresses, the gameplay gets slower (connection lag). That is to be expected, up to a point where all players reach the max population limit (in my games that's set it to 150). The strange thing is, as the game carries on beyond the point where max. population has been reached and even when some of the players have been eliminated, the game still gets sower. And it keeps getting more laggy as the game progresses, and then it simply cannot be played. It feels like there is a memory leak somewhere and the network is trying to updating the state of dead population. Has anyone experienced this? Is there a way of getting population debug information in the console? Thanks!
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===[TASK]=== African minifaction buildings
crazy_Baboon replied to Lion.Kanzen's topic in Official tasks
@Ultimate Aurelian Excellent Map! -
New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
@gameboy Thanks! I will have a look at it when i get some spare time. -
Is there a way to run 0ad in the background?
crazy_Baboon replied to crazy_Baboon's topic in Gameplay Discussion
Unfortunately, this does not work on PopOS -
New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
Thanks @gameboy, I will look into that. -
New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
@gameboy Thanks! There was a problem with the max number of players. I have fixed it in master now! If you could try it again and check it would be great! Cheers -
New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
@gameboy Are you using Alpha24? You need to place Afrika_Australis.xml and Afrika_Australis.pmp files inside 0ad/binaries/data/mods/public/maps/skirmishesmap Let me know if this works. -
@gameboy Check out my map: it has hippos! Don't forget to use the gitlab mirror to try the latest version.
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New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
Hi folks, I have updated the Afrika Australis map: 1. You can now choose which civ to have for a given player. 2. Now the africa map features: Hippos (thanks @Stan`, @Micket and @Alexandermb for the neat model!) near the great lakes! Look at those beauties: Don't forget to download the updated version of the map from https://gitlab.com/CrazyBaboon/0ad_maps I hope you enjoy the map! Also, if anyone knows if the my maps can be included in the mainstream A24, that would be great. Thanks! -
New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
Thx @Stan`, That worked! -
New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
Thx @Stan`, I deleted the following section in Afrika_Australis.xml: "PlayerData": [ null, { "Civ": "athen" }, { "Civ": "cart" }, { "Civ": "gaul" }, { "Civ": "iber" }, { "Civ": "mace" }, { "Civ": "pers" }, { "Civ": "rome" }, { "Civ": "spart" } ], However when i open the map back in the A24 editor i get the following error: Does anyone know how to fix this? -
New map - Afrika Australis
crazy_Baboon replied to crazy_Baboon's topic in Scenario Design/Map making
Hi @Stan`, Thanks! However, i tried it, but it still doesn't allow the player to choose civs in the game menu. Is there anything else missing? Cheers!