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  3. So, uploaded DE r28 to mod.io tonight. It just needs to be approved. Thank you to all of the playtesters. There are still several things I could fix and improve for r28, but at some point you gotta move on to the next development cycle. Here's something I'm thinking of doing for Release 29 ( thanks to one of @vladislavbelov's latest pull requests):
  4. Honestly, I didn't know that was the case; manually updating the game is tedious. Besides, I thought the Steam Workshop would add quite a few mods to the game.
  5. I have a feeling steam wants 0AD on their platform, I doubt these recurrent posts are spontaneous gamers registering to make so nicely written comments, explaining the benefits it would have for an open source project.
  6. Yesterday
  7. Being open source doesn't prevent you from publishing the game on Steam. Why not release it for free? Releasing it as early access on Steam would provide bug feedback and allow many volunteer developers to contribute to its development.
  8. and also Accuracy depends on the parameter one intends to measure. I assume the comments above refer to "chances of victory" as the parameter that LR is supposed to measure. And I agree, LR is not accurate for that parameter, for the reasons below. The optimal predictor for victory is, trivially, victory/defeat ratio. Take this number, and you will have the highest possible accuracy. But LR does not even include the outcome of the game as a parameter, so it cannot accurately measure how good a player is at winning. Instead, the parameters that LR can measure (and therefore: the parameters LR can be accurate for) are the weights (see "Score Weights" in the LocalRatings Options menu) and any combination of those weights. or "Fortunately I can only see this"
  9. Yep... I found is not accurate. Also I want to propose a name for this mod Maybe a good name could be "Your past condemns you"
  10. LocalRatings 0.28.1 is now available for installation via the game menu: Settings > Mod Selection > Download Mods Enjoy!
  11. @Caterina do you use mods ? If so it is really likely one is not compatible with the new version.
  12. Thanks Obelix. Further testing shows that the hotkeys do work unless there is a conflict with system level hotkeys, which override the 0AD keys. I'll figure out how to disable those. Thanks for your response.
  13. If A27.1 doesn't work for you, you can try installing an even older version. A23b is a still great fun, and it also has a much smaller memory footprint.
  14. Hi @Caterina, welcome to the forums. If you'd upload your logs the problem could possibly be resolved. Here's how to find them: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
  15. Endpoint=https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs (auth=basic) Endpoint (upstream)=https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs (auth=basic) Yeah, but I have only those two. Everything seems to work now.
  16. Where can I find an older version of the game agni 27 to download? Thank you very much
  17. I can't play 0ad 28 after I press play it kicks me out of the game with an error description.
  18. Well my point wasn’t to copy design decisions that aoe2 makes, but to highlight how automated features should be left unoptimized for better gameplay results. Aoe2 is just a good example of this. I agree that in general aoe2 has a much higher skill level than 0ad at the top level, but that doesn’t at all mean that we need “easier” mechanics, there should be no skill ceiling. Just because high apm can help players win the game, doesn’t mean apm is “demanded” by the game. A good game is one where a bad player can learn a lot of a certain mechanic, win more as a result, and still have a lot left to improve in that same mechanic.
  19. gg is how I name my origin. You probably have origin as your local repo, not gg
  20. Oh really? That explains some of my difficulties. :-/ I am still missing the "Endpoint (gg)" one, though.
  21. Ok, but it looks like you’re making progress now. Check where your LFS URL is pointing, bc it looks like it is missconfigured because: So, check the LFS URL endpoints with: git lfs env And check for the Endpoint values: They should look like this (note they are none of them are pointing to my remote but official repo instead): If you see bad urls here you can: git lfs uninstall git lfs install git config lfs.url https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs git lfs pull If this pull still fails you can try: GIT_LFS_SKIP_SMUDGE=1 git pull git lfs pull Now, I’m not entirely sure how GIT_LFS_SKIP_SMUDGE works internally besides that it basically skips downloading LFS files during pull, but it has helped me before when I had issues updating my local repo due to LFS errors.
  22. Now git-lfs makes issues again: Updating files: 100% (57/57), done. Downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (101 KB) Error downloading object: binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e69): Smudge error: Error downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e699101e3ab0b367bc4557a5fe155b395df3a28d3c3ecc3c5d7bb4b45565): batch request: ssh: Could not resolve hostname https: Name or service not known: exit status 255 Errors logged to '/home/tre/git/0ad/0ad-DR_fork/.git/lfs/logs/20260321T163051.234002216.log'. Use `git lfs logs last` to view the log. error: external filter 'git-lfs filter-process' failed fatal: binaries/data/mods/public/art/meshes/props/caryatid.dae: smudge filter lfs failed Tried this: https://wildfiregames.com/forum/topic/135018-git-lfs-issues/
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