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  2. The demand for crypto exchanges is higher than ever but building one from scratch often delays market entry. A Binance Clone Script solves this by offering a fast, secure and fully customizable platform. Modeled on the leading exchange Binance it comes with advanced features like a high-performance matching engine, multiple payment options and top-tier security protocols. This ready-to-deploy solution allows businesses to focus on growth while ensuring users enjoy seamless safe trading. It’s the smart approach to crypto exchange development. What is a Binance Clone Script? The Binance Clone Script is a software solution that allows a business owner to quickly and easily build a cryptocurrency exchange that is similar to Binance. The clone script has all of the primary trading functionalities such as registering users, secure wallet integration, advanced-order matching, liquidity and multi-cryptocurrency support. The best part of the script is that it can be fully and completely customized for example an entrepreneur can add features change the design and scale according to their needs. Why Speed Matters in Exchange Development Speed plays a critical role in crypto exchange success. Traders are always looking for new platforms and entrepreneurs who launch quickly can secure a competitive advantage. Traditional development requires long timelines but a Binance Clone Script minimizes this delay by providing pre-built features. This means entrepreneurs can focus on branding and growth while entering the market faster and with confidence. Why Security is Crucial for Exchanges The key component of every cryptocurrency exchange is security. One error has the potential to destroy reputation, undermine trust and result in financial damages. Advanced security features like multi-signature wallets, end-to-end data encryption, two-factor authentication and anti-phishing tools are all included in a Binance Clone Script. By maintaining secure transactions and compliance with international standards these measures safeguard traders as well as the platform. In order to maintain control over users and achieve long-term success and businesses must not compromise on security. Key Features of a Binance Clone Script A high-quality Binance Clone Script generally includes several features that guarantee an effortless trading experience: User Interface – A simplified interface making trading easy for beginners and experienced traders. Advanced Trading Engine – Spot trading, futures and margin trading. Liquidity – Integrate liquidity providers to allow seamless trading. Multi-Currency - Enable trading across multiple cryptocurrencies and fiats. KYC/AML Connections – Achieves required regulatory compliance levels & user verification. Secure Wallet – Hot and cold Wallets to ensure secure asset storage Admin Dashboard – Total control of user management, trading fees and platform management. Business Benefits of Using a Binance Clone Script For entrepreneurs and businesses choosing a Binance Clone Script offers multiple advantages: Cost-effective development - Much cheaper than starting from scratch. Quick Market Entry - Launch in weeks instead of years. Scalability - Add features easily as your business grows. Revenue models - Earn from trading fees, listings, IEOs and promotions. Customization - Add the features, branding and UI that meets your business objectives. With these advantages a business can offset cost while ensuring an effective and secure trading platform for actual traders. Conclusion Every successful crypto exchange depends on two things speed and security. A Binance Clone Script helps businesses with a ready-to-deploy customizable solution designed for smooth operations and market trust. Koinkart is the premier provider of robust crypto exchange development services helping entrepreneurs launch platforms that deliver efficient trading experiences. From powerful matching engines to strong security our solutions are built to last. With our guidance entering the crypto market becomes faster, safer, and more profitable. Start today and build your crypto business vision into reality.
  3. Today
  4. I am open to recommendations
  5. Yesterday
  6. Yes, it should. Using a VPN would be another option. Also check out the FAQ entry regarding this topic https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ#what-shall-i-do-when-joining-multiplayer-matches-fails-with-an-error-message In that case you just require a public IP address from somebody else (Cloudflare in your example). Some kind of public endpoint at which a host is available at will always be necessary. In future we might improve the situation by also supporting IPv6, but that brings its own set of challenges. See https://gitea.wildfiregames.com/0ad/0ad/issues/4301 for details. You can join games where servers are hosted on public IPs without NAT being involved. That's true for Minecraft, Wuthering Waves, as well as 0ad hosts who do proper port forwarding.
  7. Engine.QuickSave and QuickLoad might make the trick for you if you want to return to a point in game, example : when the overlay is closed, return to the point of when it got opened. It's instantaneous.
  8. My other thought is that if we can improve the engine such that we no longer demand a public IP. Could hosting players use a service like Cloudflare to expose their hosts? With the current setup, I was able to join Minecraft servers and other multiplayer games like Wuthering Waves. Perhaps we can learn something from them? I could join hosts who have enabled Stun and port forwarded their own router. But for hosts who don't have any of these, there is no chance of joining.
  9. My new ISP doesn't give me a static public endpoint / IP, which made me unable to join any hosts. I just get stuck on the "connecting to server" forever. To pinpoint the exact issue, I modified the engine code to see at exactly which step I got stuck at, and the outputs are the following: The ISP does not offer a static public IP service but it does offer a dynamic public IP service for an additional charge of €3/month. My question is: would buying this upgrade allow me to join hosts like normal? Also are there easier, free methods which can help me get around this problem? I have forwarded the ports on my router but nobody was willing / able to join my host. Also the network connection is simply not stable enough for me to host confidently. The overall load in the community seems to affect my perceived speed and latency. Previously, I did have a static public IP with endpoints and port forwarding support so I had no issues.
  10. Check the cinematic intro. (I have not played this campaign or version of the game).
  11. Last week
  12. Indeed, I’ve been using it on most of my SP games and it’s really been so easy. I tried it on Danubius and was really so easy against 2 hardest AI and occasional raids from AI. I guess Jebel Barkal would be the same except probably the AIs can’t survive.
  13. Hannibal my son , yuo are men now Yu must choose wife and have Carthaginians colonizers chrilden. You must pick butifel Aritshat or an Iberian princess Himilce I brought you from local barbarian village.
  14. Red - Romans Blue - Athenians Orange - Iberians Yellow - Carthaginians Purple - Han Cyan - Britons ( because cyan is my favorite color and britons is my favorite civ, so maybe this doesn't count ) Is it normal to associate colors with literally everything? I can keep going: Monday - Blue Tuesday - Light brown Wednesday - Green Thursday - Dark brown Friday - Light blue Saturday - Yellow Sunday - Orange Zero - White One - Black Two - Blue Three - Yellow Four - Purple Five - Red Six - Light brown Seven - Dark brown Eight - Orange Nine - Yellow Ok, maybe I got too personal there.
  15. A complete technology design must be done. Always in the technology trees, there must be economic, military, civic and religious technologies (support units). Economics must improve resource efficiency and health. Improve units and structures as well as mechanics (components). Speed and capacity and also for each in general bonus of gathering for each resource. The only missing thing in this one is the speed of the villagers. Military is divided into many, defense and attack both structures and units. Increase LoS (Line of Sight).Here you can divide by structures into military, civil and support units. Defensive structures include CC. Here you can play with armor, HP, attack range, number of arrows, (there are several things are implemented). In the blacksmith it is quite complex, it would need to have a post. Special technologies. Those that go in the Fortress or the Wonder. For late game. Naval technologies, similar to economic and military ones. Unique technologies of civilization. Technologies of the civilization group, all those shared by related/parent civilizations. Religious, which are like civic, can improve the temple, the priests and even the soldiers, it is more like the spiritual psychological part of civilization. Civic tech on how civicization is organized and It speaks volumes about the identity of a civilization, whether they live in a kingdom, a republic, a nomad, or an oligarchy. This goes for government centers, libraries, etc. Technologies for components, such as capturing and handling frontier the civics area of influence. Technologies to develop the hero.
  16. Unit specific techs are an untapped treasure trove of gameplay value. I don't think we should get rid of the blacksmith techs of course, but I think unit specific techs could have more creativity in addition to rewarding focus on unit compositions.
  17. Yeah that scheme would be super nice. If it can be doable via mod I can certainly put specific techs together in com mod.
  18. There's the idea of having unit-specific techs, but I think they should wait for: https://gitea.wildfiregames.com/0ad/0ad/issues/7666
  19. Right after this, I'm imagining that Hamilcar says something like, "Use our ships to scout the coastline for a good harbor!" But your ships are attacked and sunk immediately by Iberian fire ships when your ships venture outside the landing zone, lol.
  20. This would help with trailers We only use the cinematic features for camera controlling purposes.
  21. Regarding voicelines, they would indeed be neat, but not being able to make them shouldn't be reason not to create singleplayer content. I too would be in favor of voicelines being spoken in ancient languages, that would also save the trouble of having to translate them into different languages. The only problem is that that will just work for Latin and Greek, many of the other languages are too incomplete to write (and then speak) full sentences and texts in them. I think there has been a misunderstanding. What I am currently working on and was talking about earlier is something like this mockup: When I wrote "dialogue" above, I was referring to speech, the possibility to make characters of a story talk. I think the game shouldn't be paused while a cutscene like this is running. What I settled with is to provide two options and leave it up to individual scenarios whether to disable hovering, selecting and giving commands or not, but always let the player move around the camera. And by the way, yes, the narrative overlay I opened the PR for already pauses the game behind it.
  22. If you replay the match, does it crash?
  23. @Player of 0AD I didn't have that tech, and my bro had more in quantity. I was looking for that tech supposed to be in cc, but I didn't find.
  24. I don't know how much of that will be possible; for now, the basics are just text. Voices aren't planned for the initial stages. It will be simple like the RTS of the 90s.
  25. Now, I'm just a nobody here, and can't really help with the project right now. But I just want to make sure we are all aware that the current voices that exist (such as when clicking on a unit or giving an order) are in Latin or whatever language existed in the time this game portrays. Obviously, you can't write the whole campaign in Latin, so if you want to have the option for campaigns and scenario maps to have voices related to the story, you would have a difficult decision to make. Do you want the important characters' voices and plot lines to be in Latin, with captions in English or the player's language? Or do you want to actually do the voices in English? Keep in mind that if you do the voices in English, then that would make them stand out from the voices that already exist, which are in Latin (or whatever language, I'm probably embarrasing myself rn), and probably aren't going away. My opinion is that you should do the voices in Latin (just going to keep saying Latin, even though the actual language isn't even consistent bewtween civs, you know what I mean), but have captions in English (or the player's (modern) language). The 0 A.D. Vision states that the artwork and sounds for the game should immerse the player in a historically accurate world, and make the player feel like they are actually transported back in time, and not into some fantasy alternate universe, and I think that having ancient historical figures speaking in a modern language would take away from this. The Vision, for reference: "Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home." More specifically, it says "voices will hearken back to an ancient time". I don't think this could be achieved if the voices were in a modern language. I do think there should be voices of some kind in the campaigns. I think that forcing the player to read through the characters' dialog in silence would make the game feel shallow. After all, sound will be critical. I feel like I'm just stating the obvious here, and not really adding anything to the discussion. This just seems like the elephant in the room to me, but I guess it's worth asking the question: should 0 A.D. campaigns have voice lines for the characters (and not just when you click on something, which we already have)? And if so, should it be done in a historically accurate language for immersion, or in a modern language for accessibility? Maybe we can do both, and make it an in-game option, similar to how we already handle "specific names" and "generic names".
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