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Vantha

WFG Programming Team
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Vantha last won the day on February 26

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  1. This biome would be ideal for that region: https://gitea.wildfiregames.com/0ad/0ad/pulls/8214 - except its not in the game yet. I designed it specifically with the dry regions of Southern Iberia in mind. Would be great to get it merged soon. @wowgetoffyourcellphone
  2. Are they include errors? If so, you probably just need to add some specific directories to the "includePaths" of your config.
  3. It runs fully sequentially, but there is good potential to parallelize parts of it. This is something I'm working on actually. Yes, I think so. Sadly, I personally don't know enough about it to implement it myself, but I know that there have been experiments/attempts by others in the past.
  4. Pathfinding is not actually as performance expensive as one would think. The individual pathfinding requests each turn can be (and are) nicely computed in parallel by the engine, so on machines with decent hardware concurrency they finish surprisingly fast. The render submission process and rendering itself are a much more perfomance-constraining factor.
  5. I checked and it's a bug, probably caused by #8890. @Atrik
  6. That's an odd error. Are you using R28 or did you build the development version?
  7. Where is the branch? Can you send a link? The Wiki is it's own repository, technically, but I don't think PRs can be opened on it. Instead users with contributor status can make changes directly. When I said you'd receive the status by getting the first PR of you merged, I meant the main (code) repository. While we're waiting for someone able to give you the permissions, I can just manually add your changes myself, if you want.
  8. @Pappy_reen Showing some love to the Wiki would be great. Back when the Wiki was on Trac (https://trac.wildfiregames.com/) the "help" link pointed to this: https://trac.wildfiregames.com/wiki/TracGuide, which is obviously no longer necessary, but an equivalent about the Gitea Wiki would be nice. I'm pretty sure you need contributor status in order to be able to edit the Wiki, which you usually receive after any pull request of you is merged. But I think that admins can also manually give the label to your account. @Stan`@Itms
  9. When cutscene mode is enabled, then no, that's kinda the whole point of cutscene mode. When it's not enabled, on other hand, you can, but only to some extent since the HUD (selection panels etc.) is hidden. You can give gather and attack orders, for example, but not train units or research techs. Admittedly, this is a limitation, but it's the best solution I managed come up with, the in-game HUD itself is already pretty cramped in my opinion. Yeah, as shown in the second half of the demo video, this is possible. Currently, the unit's displayed name (e.g. "Champion Infantry Pikeman") is used in combination with its in-game portrait. Would be possible, though, to extend it to allow customising those too.
  10. It depends on what a cutscene is for you. Dialogue and cinema paths (predefined camera movements such as in the cinema demo map) aren't tied to each other, either one of them can be shown on its own, but also both at the same time. What they have in common is that both show the the two black bars at the top and bottom and there's a way implemented to synchronise the two systems. Then there's what I called "cutscene mode", which disables visual overlays like territory borders, health bars and selection rings -- the mode is always enabled during cinema paths and optionally during dialogue (it can be specified).
  11. The game's transliteration guidelines are found here: https://gitea.wildfiregames.com/0ad/0ad/wiki/SpecificNames#greek
  12. Most of them lived after AD 1, which I'm not a fan of, but fine. The only one who's definitely too late is Ballomar, since he lived in the second century AD, so I wouldn't include him. @manowar If you make those changes to the PR, I'll merge it.
  13. @Henry852 It's working again now, by the way, so you can now open the link I sent.
  14. The template is at binaries/data/mods/public/art/terrains/biome-aegean-anatolian/aegean_grass_dirt_01.xml and the base (color) texture at binaries/data/mods/public/art/terrains/types/aegean_anatolia/grass_dirt_01.png
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