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  1. Today
  2. @ShadowOfHassen is working on it. I need to rebase a few things
  3. Hello, I was wondering when will the latest version be uploaded to Fedora flatpaks and flathub repo. It is still 0.27.1 for Flathub/Flatpak and 0.27.1-1 for Fedora Linux. The latest version ison snap but i don't want to use snap. When could we expect that ? Thank you for your response, have a good day. Le Jardin d'Épicure.
  4. Did it say Alex's comment been edited? I'll move on, man this days.. tsk..tsk.. cooking vegetables.
  5. In r28 the font engine got replaced, so you could use any FreeType or OpenType font. All you have to do is add it in the right location (it's binaries/data/mods/mod/fonts/ by default, but should work with any mod too) and change you config to use them. Here is how that'd need to look in your config: https://gitea.wildfiregames.com/0ad/0ad/src/commit/6ca52a0b23a311910e259cddf4ddab747374f22d/binaries/data/config/default.cfg#L659-L710 If you are stuck with Hyrule Conquest on a27, check out source/tools/fontbuilder2/fontbuilder.py for how to build the font files.
  6. It's a conspiracy and @AlexHerbert is in on it too
  7. Look at Alex's reply to GueringDinosaurCat. GDC's comments been edited and replied by Alex after an hour before you even came.
  8. I’m just convinced that you edited your original message to try to make me look bad
  9. @chrstgtri think you missed my message
  10. Yesterday
  11. I want to add some custom fonts and typefaces to Hyrule Conquest, but 0 A.D. seems to use custom files, a .png and a .fnt file. Is there a python script to write the .fnt file, or can I just write one, or what?
  12. The missing context here is that houses used to be free for ptol, so Vali was just placing them as fast as he could at the edges.
  13. The connection issues I was talking about should happen in the first 4 min. and I'd expect if 2 players recognize this to just abort the game on equal terms. More frustrating its at >8 min. I also like the way lichess handles it. Its server hosted, but apart from that, if one player disconnects, a timer counts down "1:30" and if its run out, the remaining player has the option to claim a victory or draw. He also has the normal resignation option. For 0 A.D. if one player drops, and the remaining player is fair, I'd like some options, like claim victory, resign, abort (draw), spoil scores for a better decision or choose decide by score (blind without knowledge of it).
  14. Ok, maybe my statement was a bit biased. But still, other games usually count connection issues in rated matches as your fault too, no?
  15. Indeed! Thank you very much
  16. @Itmsthank you for your reply. I tried qbittorrent and transmission on macOS. I explicitly open the IPv6 port on my router (only reachable over IPv6 on the internet, but have dual stack at home), Transmission says the port is open, but it looks like nothing seems to be going out. I am seeing some pairs trying to connect, so I guess this is not a problem from the tracker neither. Thank you anyway!
  17. BTW, looking back game graphics looks so so good now compared to a23. It's so beautiful
  18. Like this: 1537665806_Desktop2026_02.27-15_47_28_03.mp4
  19. For what I can tell he's just shift clicking super fast. (you can hear the multiple answers from the unit) EDIT: if you are wondering how he place houses without resources is because in a23 Ptol houses were free
  20. Someone know how make houses like here in the first seconds of the video? https://www.youtube.com/watch?v=FgSRBwVNTPc
  21. Some of you have known the mod Historical Patch over the past few alphas. What started as a small side project during a25–a26 grew way beyond what I expected, thanks to everyone who asked questions, gave feedback, or just showed interest. Taking a break and coming back in a27 made me realize something important: this isn’t really a “patch” anymore. So I’m giving the project a new name — Classical Warfare AEA. Classical Warfare AEA (Africa–Europe–Asia) is all about bringing more authenticity and depth to the classical world in 0 A.D. The name reflects the game’s geographic range and also nods to the familiar “eae” tag that’s become part of the community’s culture. The goal is simple: make the classical era feel richer, more grounded, and more interesting to explore. One of the best parts of this project has been the people who’ve helped along the way. If you’re into ancient history, military systems, or just enjoy digging through sources, you’re welcome here. Modders, researchers, and especially artists — there’s plenty of room to contribute. The project is shifting toward a clean, emblem‑style visual identity, so if you enjoy designing units, architecture, emblems, or UI elements, your work would be hugely appreciated. I’m excited to keep building this with the community. Whether you want to help, give feedback, or just follow along, I’m glad to have you here. Emacz2/classical-warefare-aea
  22. "Name": "Ritualistic Exercise", "History": "", "Description": "Citizen-Soldiers +40% health and +50% melee attack hack damage." isnt it supposed to just be civilians? Cause the Citizen soldiers sure as heck dont get 40% health and attack hack dmg. They would BE OP.
  23. I set up another game where it was 11 relics: commands.txt
  24. I was late joining as spectator in a ffa hellas game. Not all 15 relics were shown in the bar on the top, only 12: I don't have the full replay file, since I joined late.
  25. Maybe in theory, but I can tell from experience: There are some hosts which I usually can't join at all. Sometimes it works a bit and some minutes later i drop again. Like jagsusindia and CIA. I regularly see 7 players at a host of CIA, try to join but can't. I can play with the other players fine and they can play with CIA. I can also be in a game with CIA by a different hosts.
  26. I haven't looked at the code yet, but I think we can detect the host closing the match on both sides and send the messages to the bot as usual, as elexis suggested. Or maybe just take note when the game server of the host suddenly disappears before receiving any messages. On the other hand, the case where the client leaves, and the host finishes (and wins) the match on his own is the tricky one. Adding "game start" messages as you suggested would allow us to know which players took part in the game. And if we additionally record clients leaving, we can tell when that situation occurs, and then just accept the game report that the host sends on its own (maybe except if the client was kicked). If we don't want to trust the host with it, we can still just automatically count it as a loss for the client, if he doesn't return within five minutes or so. Well, that could result in some lag, but they still shouldn't repeatedly lose connection entirely.
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