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  3. Yesterday
  4. There is a new RC at https://releases.wildfiregames.com/rc/ There are small changes to the Germans and the warning in on the summary page has been fixed.
  5. The filename is: subtropical_islands.xml But I tried also with a map I called mediterranean.xml which had the same problem. Edit: The Map is named "Subtropical Islands".
  6. Oh sorry I thought it was community-maps not community mod. My guess would be that something with mods messes the order. Could also be the persist match settings.
  7. @0adler what's the filename of your map? Sure you could upload the map here. It seems more related to the savegame, so i wonder if filename got mishandled somehow.
  8. I didn't understand the question. I only see the difference between preinstalled and custom maps. The former work, but the user created don't. The strange ting was that there are no errors when playing the map and saving the game, but only if we load the gamesave the map is changed, but there seems to be no error that is reported. We even tried to host the game on both computers.
  9. Those gardens around the houses look nice.
  10. Last week
  11. An interesting video with several proposals on cohesion. A few ideas could be inspiring for 0 A.D.
  12. So that's user maps, mmh. Does that happen with community mod maps as well ?
  13. Yes we used exactly same versions of 0ad mod (0.27.0) and community-mod (0.27.2). The game's version itself is on borth clients Build 14.07.20025 (release-a27.1, 6a576). The map was designed with the editor (Atlas) that comes with that version and was placed into %UserProfile%\Documents\My Games\0ad\mods\user\skirmishes\. Skirmish maps that come with 0ad work as expected, though. Strange that no one else came along with this problem. Besides it's a huge map.
  14. Ah right, that makes some kind of sense since there is no GUI in non visual ... So probably nothing gets initialized and nothing listen to the messages No problem, sorry we couldn't figure out a solution. I do believe that using the RL interface might be better in this case, since it should have a lot more access to the engine functions because you can send arbitrary js to the engine. The tickets hyperion mentioned above. https://gitea.wildfiregames.com/0ad/0ad/issues?q=autostart&type=all&state=all&labels=43
  15. That was good suggestion. I placed as much "warns" as possible and discovered that in my OnInitGame trigger: Trigger.prototype.TestLearningStart = function() { warn("Init"); //zapytajmy czy jest plik startowy inicjalizujacy nasz algorytm wstepnymi entities itp let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "load-json", "players": [0], "name": "testlearning-last", "param": "init" }); warn("Init finish"); //this.TestLearningStartFromScratch(); } PushNotification sends the request without errors, but OnCommand never receives it. It is was clear that my custom message "load-json", which loads JSON file, is simply not being push further. This is my load-json msg: "load-json": function(notification, player) { warn("Received load-json"); let name = notification.name || "testlearning"; let data = null; if (Engine.FileExists("simulation/" + name + ".json")) data = Engine.ReadJSONFile("simulation/" + name + ".json"); Engine.PostNetworkCommand({ "type": "dialog-answer", "dialog": "json", "answer": { "param": notification.param, "data": data, }, }); warn("finished load-json"); }, And this is how I run the game with loading mod with customized "messages.js": $ pyrogenesis -mod="public" -mod="train" -autostart-victory="endless" -autostart="skirmishes/test_sparta" -autostart-disable-replay -quickstart -autostart-nonvisual Mod "train" contains just one single file with modified "messages.js". Since warning "Received load-json" never appears, we can be sure this message never hits in headless mode. So the only explanation is that under -autostart-nonvisual, custom "messages.js" coming from my mod is either ignored or, which is more likely, overlapped with different set of "messages.js" designated for -autostart-nonvisual. Since I need custom messages to communicate with some GUI APIs, I can't get rid of this pattern... I think it is not worth investigating further. I'm satisfied with my current solution as it is and although headless mode certainly could be nice improvement it is not that important for these type of calculations. Thank you again for your help.
  16. Hey @Lopess and @Duileoga I know I don't speak spanish, but if you ever need help or me to look at a model and tell you what you can optimize for performance, just ping me here Keep up the awesome work!
  17. It seems it shouldn't have any weird side effects. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/maps/scripts/NonVisualTrigger.js It does load your genetic_async.js too bad we don't have https://gitea.wildfiregames.com/0ad/0ad/pulls/7245 yet in your version. Can you figure the furthest it goes in your script before it starts warning. BTW thanks for helping us debug this.
  18. Do you have the same mods loaded when you play the saved game ? Any errors ?
  19. I have been able to compile fine but i do have a few tricks. For the first part of the build I use brew clang, and for the game build i use normal apple clang.
  20. Instead of the user map it just uses the map that is first in the list of skirmish maps, and that map happens to have just 2 players, not 4. So I guess it just uses the first two players, which are the human ones, the Petra-bot players 3 and 4 are jmaybe just dropped as there is no slut in the wrong map. If it helps, I can provide the map files, too? Thank you very much for your quick answer and of course for your work!
  21. Nope. I'm not sure if I can attach full logs here in public. They include sensitive data like API keys. I can send you both logs in PM if needed. In -autostart-nonvisual "NonVisualTrigger.js" is loaded additionally as opposed to regular run. I don't think its the culprit, but who knows.
  22. What steps do you take to complete one architectural set and what software do you use?
  23. Cc @phosit looks like a bug with MP saved games. If the map doesnt have the same number of players though that's weird
  24. We do now since about a year when the git migration occured.
  25. Is there anything in the main log that says that something was skipped ?
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