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  1. Past hour
  2. The game has become extremely good when it comes to lag, now it lags only with gargantuous amount of units and some players having bad connection. on another note however,there seems to be an increase in cases of OOS and players rejoining as spec. as of now, there is not enough cases to warrant a separate topic tho. just thought I'd point smth out I noticed.
  3. maxikowski

    Error

    Hi. I changed the game settings from OpenGL to Vulcan and restarted the game. I restarted and got the error
  4. Today
  5. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial. Here is a small mod to make all civilians have the sounds of the previously females citizens. CiviliansFemaleVoices.zip
  6. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial.
  7. I think the problem is the lack of a Male Civilian voice sound. RIght now, they have same voices as citizen-soldier and thats creates confusion
  8. What I would like is an option in the Settings to change Gendered Civilians back to Women. Having female Civilians and male Citizen gives a more clearer feedback which units are civilians and which are citizens.
  9. @Stan` to be fair I would just point out that @Obelix did make some regular contributions with triaging, labeling and commenting. Don't know the criterias to be provided more rights, nor do I know him, but just wanted to make this fair acknowledgement.
  10. @Stan`I think its time to introduce subforum A28 to the replay thread since its out.
  11. Please mind that we consider any player operated bots in the multiplayer lobby to be a violation of the Terms of Use.
  12. I love the idea to observe game with 8 or so players without lagging the host. At some point 8 vs 8 with 16 spactators.... Yoooooo! "Automatic controller assignment" what does this mean? Where does this dedicated server location be? Is it per continent or is it only 1 currently? Do you collect information besides my IP and will it be encrypted? Will this have maintenence fee? How many max players can you accept? Does having too much players cause stress to server? Are you protected against DDOS? Will this follow LAN's rule of modded game(some players play modded and some vanilla)? Features I look forward to is being able to draw in a stale[>60min]/laggy[<5min] matchup. Is all I can think of, goodluck in the further improvement and thank you for your contribution.
  13. I changed the description on my end, not big deal, now I get what is this option for, and it's nice. Hope it helps somebody. Thanks @guerringuerrin feldmap.zip
  14. I don’t have a repo for this. Thanks for pointing out those bugs! I suppose I could fix those since the mod isn’t signed yet anyway.
  15. @real_tabasco_sauce i couldnt find git repo of this but little bug on Shuffle checkbox description is the same as Balanced checkbox and theres also a typo in competitive :
  16. Hey everyone, I've been working on a dedicated server for 0 A.D. and it's reached a point where I'd love to get some community feedback on it. The idea came from two problems that have bugged me (and probably many of you) for a while: players who can't host games and players rage-quitting rated games. What it does (implemented and working): Game hosting - players connect to the dedicated server instead of directly to each other. No more NAT headaches. If you have ipv4, you can play. Lobby integration - the server connects to the lobby and games appear in the game list like any regular hosted game. Player rejoin - If you disconnect (crash, or intentionally), you can rejoin the game in progress. The server keeps the session alive. Rejoining with AI still not supported. Automatic controller assignment - the first player to connect becomes the game controller. Unlimited observers - no cap on how many people can watch a game in progress. Server-authoritative pause - In rated games, the server controls pause functionality rather than leaving it up to players. No more abuse of the pause button to stall or tilt your opponent. Every player has a total budget of 3 minutes. It used both for pause time and disconnected time. Rage-quit detection. When a player disconnects from a rated game without resigning, the server posts a public message in the lobby chat. It won't stop anyone from quitting, but at least there's a visible record. I hope this can be integrated with existing lobby bots. Auto-restart - when last client disconnects, server is pruned and started again from scratch. The server supports following operating modes depending on how you want to integrate with the lobby: - no lobby, for direct IP connection. - single lobby account - use your own credentials to host advertise the game in the lobby. The problem is that you won't see your own game. TBD - multiple lobby account - server can use a pool of lobby accounts. In this case it can host as many games as number of accounts provided. At the moment this is against TOS, to use multiple user accounts. so this mode is a proof of concept only. Technical details for the curious The server is written in Rust. It's a network-only relay, it coordinates packet forwarding between clients but doesn't run the game simulation itself. The actual gameplay still uses pyrogenesis's existing lockstep networking model. the server just sits in the middle instead of one player acting as host. Code is here: https://gitea.wildfiregames.com/victorcrimea/0ad/src/branch/feature/dedicated-server/server What I'm looking for: I'd love to hear from real players what features are especially valuable to you? Would you use this? Any concerns about the approach, reliability, trust, anything really.
  17. Yesterday
  18. That is just beautiful. Also possible a minimalist version (for non-technical players) Dynamic color would be a pro plus. I am using this for the moment, but clearly no the same.
  19. OK so I managed to install the 0.28 version somehow and it runs fine :-) Sorry for all the trouble, you can close the topic.
  20. I see this which is unfortunately another (probably unrelated to 0ad) error: [binfmt_dispatcher] Using FEX with muvm No IPv6 nameserver available for NDP/DHCPv6 Using default interface naming scheme 'v258'. Error: No suitable fusermount binary found on the $PATH fuse: failed to open /dev/fuse: Permission denied Cannot mount AppImage, please check your FUSE setup. You might still be able to extract the contents of this AppImage if you run it with the --appimage-extract option. See https://github.com/AppImage/AppImageKit/wiki/FUSE for more information open dir error: No such file or directory "/usr/bin/FEXInterpreter" process exited with status code: 127 I will try to investigate how to fix these issues
  21. Oh, right you're one version behind, probably fedora hasn't updated the package yet. Regarding the issue you're encountering it might look like something hasn"t been tested properly on aarch64, which isn't a common platform on our Linux userbase ... Could you try a recent appimage see if it's fixed in R28 ?
  22. Something like that was planned in the past, but it comes with other issues https://code.wildfiregames.com/D1746
  23. I don't know. I installed 0 A.D. from the "Discover" application from Fedora and it is displayed that the version of 0 A.D. is 0.27.1-5.fc43. Apparently mozjs 115, 128 and 140 are installed on the computer. I tried removing mozjs115 package but it says 0ad depends on it
  24. Hi, I was thinking, and as I saw in other game, it would be great to have a small on-screen network "box", (maybe in the same box of FPS counter,) showing real-time ping or latency during multiplayer matches. This would help players quickly see if there are network issues.
  25. My first question would be why is it using moz115 and not 128
  26. Hello I am running Linux with the Fedora Asahi Remix distribution on an Apple Macbook M1 Pro laptop. When launching 0ad from the command line, I get this error: /usr/bin/pyrogenesis: symbol lookup error: /usr/bin/pyrogenesis: undefined symbol: __aarch64_cas4_acq_rel, version mozjs_115 Do you know why it happens? Thank you
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