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  4. 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.
  5. Yesterday
  6. 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.
  7. 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.
  8. 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
  9. 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 ?
  10. Something like that was planned in the past, but it comes with other issues https://code.wildfiregames.com/D1746
  11. 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
  12. 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.
  13. My first question would be why is it using moz115 and not 128
  14. 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
  15. I'll call you the hood codename GDC for all eternity, cause nicknames are easier to remember~
  16. So its the splash damage that does the work against spartans hoplites
  17. My name is guerringuerrin and I'm not GuerinDinosaurCat, the one in the picture is my DinosaurCat, and before you ask: yes, I have a DinosaurCat. His name is GuerinsDinosaurCat
  18. Hi AlexHerbert, thank you so much for the video. I will try the "counter" in a few moments. Will report back with the results. Cheers!
  19. Yeah that Hoplites spam is a nightmare, that's why I made this test
  20. Hi Tapothei, thanks for the advice. I tried that as the Seleucids a couple of times, using their champion cavalry melee cataphracts as support, but the Spartiates have x2.5 bonus against any cavalry and they fall like wheat. Ranged cavalry could be one of the options, but it takes a lot of micromanaging. Last time as Germans I tried melee fighters (axemen and clubmen) with their champion healers (who heal and sap enemy hp automatically) and ranged slingers right next to a castle with three times the units and still got crushed. His Spartiates were almost unharmed. It feels like there is no direct counter unit of any sort for them, while they crush cavalry and melee alike...
  21. I don't have much experience with multiplayers, in my case using horsearchers and just kite them since their slower, just uh... don't stop and stay far away from them. Then again their spartans, maybe use mostly champion/mercenary swordsman with helps of healers and mercenary archers/crossbow with the highest damage per attack? Since they blob, having siege throwers in the back could help soften them a bit. If you want to slow their arrival use stone walls, be ready with champions to destroy any rams, then return back to the walls. Having upgraded towers as support can help too when he's offensive.
  22. Hello everyone, I recently resumed playing the new version of 0 AD and would love some help. I am playing with a friend, with ceasefire, who loves using Spartans, while I play as the newly added Germans civilization. So, the games end up as one late game battle. His army mostly consists of promoted elite melee champion Spartiates (300 hp each). I tried to counter this countless times, but the battles are always one-sided. What approach would you take against this late game army (regardless of civilization)? Any advice is truly appreciated.
  23. Yeah I'd love to get it merged ASAP but the patches that were applied to the last version of 0 A.D. are broken and the build won't build. I'm not familiar with the build process so it's up for Stan and others to help when I have time. In the meantime you can use the official app image and we'll get the flatpak up to date as soon as we can. Yeah, if you can figure out what patches need done that'll be great and I'll make sure it's tested and the information is updated.
  24. Thanks for mentioning Mainland-Twilight. I tried to get people to use my mod, but most ignored it for convenience.
  25. install fuse2 chmod +x 0ad.AppImage ./0ad.AppImage
  26. Until September 2 the description indeed contained Female Citizens instead of Citizen Soldiers. The CivBonus was called Spartan Woman before. Diff: https://gitea.wildfiregames.com/0ad/0ad/commit/3592814aa8e150c4b6234ba861a2940800b17e80?files=binaries%2fdata%2fmods%2fpublic%2fsimulation%2fdata%2fcivs%2fspart.json I checked the data for Athenian and Spartian Civillians in a match: The bonus applied correctly to Spartian Civillians (Health 25 to 35 (40 %) and Hack 2.0 to 3.0 (50 %)). Pull request #8767 has been opened.
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