All Activity
- Past hour
-
"Gendered Civilians" is a very bad change. Everything from Delenda Est should just stay in that mod (Germanics, for example). There is a reason why >99% of online players play vanilla instead of Delenda Est.
-
-
Lol I'd like to have Han in Chinese. And I think the mod I am missing now is ResetSeed
- Today
-
I play the game on silent so this is not an issue for me. I do find it interesting using voice lines to make a distinction between units rather than visual though
-
vladislavbelov started following Error
-
Could you attach mainlog.html from your logs folder? You could find a path to logs here: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
-
civ_female_my_lord_shifted.mp3 Gendered-citizens are a great addition. I’m glad they were incorporated into the game. However, since they currently use the same response and spawn audio as Citizen-soldiers, an important feedback element has been lost. Audio feedback is very important—sometimes players don’t even look at the screen to see what they selected, and this is only possible thanks to the audio. The same applies when spawning units: right now, there’s no way to tell by listening whether the unit being spawned is a soldier or a citizen. I was thinking that we could edit the audio to give them male voices. Here’s a very rough example I put together. Please don’t take it seriously—it’s a very rough, low-quality sample, included only for illustration. I also believe there are some voice clips that aren’t currently used but are available. That said, I don’t want to take this lightly. In my humble opinion, artistic curation is very important, and audio falls within that scope. A consistent solution requires approaching this carefully and responsibly, so as not to undermine the work of other developers and artists.
-
It's not like just a change of having to remap some habbits, it's loss of information. Visually I could very well adapt, to new civilians models, no problem. But losing the sounds differentiation between them and CSs is a small regression in UX.
-
PetrEn joined the community
-
Normally not, however a common assumption is that mod detection is refreshed when opening the mod selection page, which isn't, so you need to relaunch 0AD.
-
See also: https://gitea.wildfiregames.com/0ad/0ad/wiki#for-modders
- 1 reply
-
- 1
-
-
I have found the public.zip file, and and looking through the folders for the values of the units but I can't find them. I want to start by editing the Maiden Guards from Mauryas. edit: Oh, found it. public/simulation/templates/units/maur/ The file was not color coded so I thought most of is commented out.
-
Hm, hm, now it works. Does the folder name have to be identical to either "name": "ModernGUI", "label": "ModernGUI", in "mod.json"?
-
try renaming to .local/share/0ad/mods/ModernGUI
- Yesterday
-
To make it more consistent among Civs, all Cavalry that can hunt have a special melee attack against defenseless animals German civilians have a damage multiplier against animals (including hostile ones) or Civilians have a damage multiplier against defenseless animals
-
This mod does not appear in the in-game mod menu. https://wildfiregames.com/forum/topic/140750-civilians-with-female-voices/ appears in the mod menu. I have installed / copied it to /home/tre/.local/share/0ad/mods/ModernGUI-master mod.json is directly in the folder. What did I wrong? This gives this error: error code 404 error_ref 14000 message "The requested resource could not be found."
-
Dedicated Server - Looking for Feedback
Dunedan replied to victorcrimea's topic in Game Development & Technical Discussion
I have to admit that the Terms of Use aren't very clear regarding this, but I would argue point 8 and maybe point 10 as well apply. Such bots might also introduce additional security and privacy risks for our users and that's why we generally don't allow them. To be clear: Those are not artificial rules we made up for your bot, but something we have applied in the past as well, whenever somebody added a third-party bot to the multiplayer lobby. One difference of your bot, compared to other bots I have seen in the past, is that it implements functionality I can very well see to be integrated into 0ad itself (albeit I'd prefer a different interface between players and the dedicated server). The correct process is to go through the regular PR review process for that though and get it accepted into 0ad. -
Or you could adapt and not give up after only a week.
-
When you normally host a game, server is created under the hood with random controller secret. Then you connect (locally though) to your server and by prenting that secret you are identified as controller, so you can change match settings and start the game, kick and ban players. As of the rest of the questions: even though I called it dedicated server, it nothing more than "just server". I do not host it for public use. I expect others (and wildfiregames eventually) to use it to host their own games. As of logs, it doesn't store anything but of course it has lots of debug prints. But in general, it doesn't "know" more about you than any other Game howt in the lobby when they host normally. DDOS protection is not implemented. But it is possible to write integration with fail2ban, so that offenders(incorrect auth, impersonation, too much packets per minute) canbe banned on iptables level. I never knew that langames have any rules regarding mods compatibility. But if you host in lobby it shows mods of the controller as usual. Draw in stale somewhat harder to implement without server-side simulation. Draw in laggy game is very much possible, since it is easily observable from ping times. Could you please explain how is it a violation of the ToS hosting a single game from single(own) account? It is no different than hosting a game normally. Just server is topologically decoupled from the client.
-
Can check this thread https://wildfiregames.com/forum/topic/140403-0ad-launches-without-window-likely-gpu-driver-issue/#comment-617630
-
Latest Topics
