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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    7. 599
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  • Topics

  • Posts

    • That would require to move gui element around. This would require an engine change.
    • Hi Vantha, thanks for detailed explanation. All is clear now. What I wanted to achieve is to programmatically speed up the game in the beginning to the value of~ x20 (just temporarily) to override default Map Setup setting. Reason is to perform some JS asynchronous calculations much faster eliminating internal tick bottleneck. Then go back to the default speed value few moments after. What you described as a workaround sounds very promising! Can you please explain little more how to communicate between different contexts to register SetSimRate? Thank you!
    • Hello, you mentioned that you don't know how to compile, but that may be the only option if you want Linux native older 0 A. D. And it's not too hard to do.  First, get the a23b tar source and data archives from this link: https://releases.wildfiregames.com/ Then, follow the build instructions for Linux on this page: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions Obviously, instead of the latest source and data archives, you would use the a23b ones. Good backup practices apply before compiling any large software from source. 
    • That's not possible, unfortunately. Essentially, the engine creates different JS script interfaces for different purposes - one for the GUI (scripts in gui/), one for the simulation (scripts in simulation/ and trigger scripts in maps/scenarios/) and one for map generation (scripts in maps/random/). And those Engine functions are always registered in specific contexts. Engine.QueryInterface, for example, is obviously only available in simulation context, since that's were simulation components and interfaces are. Similarly, Engine.SetSimRate and Engine.GetSimRate are only registered in the GUI scripting context, meaning you can only call them from GUI scripts. What exactly are you trying to achieve? There are some possible workarounds because the engine allows you to communicate between contexts and modifying the engine to register SetSimRate and GetSimRate in simulation scripting context too is quite straightforward actually.
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