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Duileoga started following Adriano0ad
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Duileoga started following Grautvornix
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Hola, buenas; -Suelo poner las en telas (alfombras, banderas y estandartes)a veces en escudos y símbolos culturales.En la mayoría de los edificios intento que se vean esos objetos en color del jugador 1 (Azul oscuro). -Luego les enseño una foto de los bocetos en Blender, evidentemente luego @Lopess hace algunos cambios (corrigiendo errores digitales, mejorando su apariencia o eliminando bugs históricos etc...) Disculpen las molestias*
- Today
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Marsvinzoona joined the community
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Happy New Year, fellow creatives! To kick off 2026, I've created a couple of brand new music tracks to share with you. As always, they're 100% free to use in your projects with attribution, just like my thousands of other tracks: On my Funny 8 page: "A WILD PARTY IN DOCTOR STRANGEVOLT’S CASTLE" – (Looping) https://soundimage.org/funny-8/ On my Chiptunes 5 page: "PIXELTOWN HEROES" – (Looping) https://soundimage.org/chiptunes-5/ OTHER USEFUL LINKS: My Ogg Game Music Mega Pack (Over 1400 Tracks and Growing) https://soundimage.org/ogg-game-music-mega-pack/ My Ogg Genre Music Packs https://soundimage.org/ogg-music-packs-2/ Custom Music https://soundimage.org/custom-work/ Attribution Information https://soundimage.org/attribution-info/ Enjoy, please stay safe and keep being creative. :-)
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TolgaFix joined the community
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I've been following these projects from time to time and it's really nice seeing there's progress being made. Looks really promising and i can't wait to see the results!
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nice, I see Nike of Samothrace there. Really cool stuff. You are really productive, what's your workflow? How much time do you need for one civ?
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Managing your mod repository using Git(hub) and branches
Deicide4u replied to niektb's topic in Tutorials & Guides
Hey, I wanted to create a new topic, but it seems like someone already mentioned utilizing branches. So, the question is, why don't you use Git branches for development? -
@Duileoga: This is beautiful! Awesome! Phantastic! Thank you so much! I am sure this will be a superb extension to the game. Maybe I am too impatient or too ignorant , but, one question occurs to me: How to present the different players' colors? (I am sure you have considered that and have the solution already.)
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nifa started following Narrative Campaign General Discussion?
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Buenos días ,tardes o noches; -Así se ven en el juego las facciones africanas; (Sería de gran ayuda que siguieran este foro y compartieran referencias, información, sugerencias ,críticas,ideas etc...) (Só (Solo faltan los Cartagineses ya que aún no tienen la actualización,en unos días subiré las fotos) (Los Yoruba y Mauritania serán incluidos en la segunda versión del mod) Axum Batwa (Nómada) Cirene Garamantes Gétulos/Gaetuli (Nómada) Khoisán(Nómada) Libios(Nómada) Macrobia Mandé-Shoninké Nok Númidas Sao Shona Urewe(Nómada) Axum Batwa (Nómada) Cirene Garamantes Gétulos/Gaetuli (Nómada) Khoisán(Nómada) Libios(Nómada) Macrobia Mandé-Shoninké Nok Númidas Sao Shona Urewe(Nómada) -¿Qué opinan? Disculpen las molestias*
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¡¡¡Feliz año Nuevo y Feliz Navidad!!!
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Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
Well, as I mentioned earlier my output is not appearing at all. I have plenty of warns. Script also reads/writes JSON files and does save game. None of this is executed if -autostart-nonvisual is on. Just "Turn (...)..." appears instead. Looks like it is impossible to use headless mode just to run map with scripts. Probably -autostart-nonvisual is not just turning off graphics and sound, but rather special mode designated to work with -rl-interface only. -
0adler joined the community
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Hi, Every time we play a multiplayer game with a skirmish map that we created with Atlas we are encountering a strange problem. Normal gameplay works perfect, there are no error messages. But if we save the game, and load it later to continue, the game comes up with a kind of default map. Also the AI-opponents are gone, but that could happen, because the now loaded map doesn't have the same number of players. I did already quite some research, but cannot really find any solution for this problem. Am I the only affected, maybe because there is an error with the map or is this a known bug? What can I do? Please help, We love this game!
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By playing a release candidate of Release 28 (a6403, 4 Dec 25) I could not verify this behaviour. I played last man standing matches each as han, one time against a Macedonian and another time against a Germanic opponent. After surrending I could see they were able to build palisades as well.
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OP created the new Issue #8627 which got closed as 'won't fix'. OP created the new Issue #8628 which got the label 'Need Design Input'.
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Quick tried rc2 appimage on Ubuntu 25.10. Translation issue is fixed, as well as atlas crash . 2 issues: 1) I get this during game loading (IIRC didn't happen on rc1): AL lib: (EE) GetLoadedHrtf: Invalid header in /usr/share/openal/hrtf/Default HRTF.mhr: "MinPHR03" AL lib: (EE) GetLoadedHrtf: Failed to load /usr/share/openal/hrtf/Default HRTF.mhr Same error discussed elsewhere: https://github.com/kcat/openal-soft/issues/847 On my Ubuntu I have libopenal1:amd64 + libopenal-data 1:1.24.2-1 2) the New maps demo campaign is empty, maybe just disable it.
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Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
To check this on Linux just add debug prints to your handlers like warn("something") or error("something") -
Must have XXIII(23) Ken Wood Linux only
Deicide4u replied to NewWorldHero's topic in Help & Feedback
Now, this is why I still think that someone needs to 'modernize' Slackware. In my opinion, what you're just described would be a daily routine for someone using that behemoth of a distro. Which is both its main strength and weakness. We need a distro with strong base for all userspace programs. Slackware (and maybe RHEL) fit this use case perfectly. You almost can't break it because almost all applications would be compiled manually or by some automated script, inside your userspace. The distro is designed to be used like that. Anyway, I just wanted to thank you for dispelling the FUD around Franken-distros, at least for people who know what they are doing. -
Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
That explains a lot. Hmm.. Weird idea, but is it possible that in nonvisual mode "OnInitGame" is not invoked?? This is my entry point: { let learnTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); learnTrigger.RegisterTrigger("OnDeserialized", "TestLearningLoad", { "enabled": true }); learnTrigger.RegisterTrigger("OnInitGame", "TestLearningStart", { "enabled": true }); learnTrigger.RegisterTrigger("OnPlayerCommand", "TestLearningCommand", { "enabled": true }); ////learnTrigger.DoAfterDelay(1000, "TestLearningSpeed", { "enabled": true }); } In single run my script ends in about 20 minutes,then Engine.Exit is issued to close the game. If it works much faster in -nonvisual mode, then we should expect it to finish in less than 20 minutes. What I did was to test it again with -autostart-nonvisual and just waited. Although it didn't produce save games and JSON files, we could explain this is somehow forbidden in this mode. But considering it has still not finished after 30 minutes, maybe the whole thing is just that the script is not triggering in -nonvisual mode?? -
Seems like source/tools/i18n/update_templates.py contains a bug which includes leading and trailing line breaks and tabs when extracting strings from XML files. While a fix should be straight-forward, as we're in string freeze we want to pull the fix into main only and have a separate r28-only workaround for including line breaks and tabs when looking for translated strings from XML files.
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Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
Okay let's adress points in order then Alright, just wanted to make sure it was not causing any weird side effects The difference between non visual and visual is that it runs the game as fast as possible, that's why it's using so much processing power. If your script expects the game to run normally from a time standpoint that's maybe where it's going wrong. That's also why I suggested the RL interface, as you can you can run step to control things a bit more finely. If you ran the profiler2 you'd see what it was spending time on https://gitea.wildfiregames.com/0ad/0ad/wiki/Profiler2 https://gitea.wildfiregames.com/0ad/0ad/wiki/EngineProfiling Yeah the terminal is not able to capture the game's output, you need something like dbgview. It's very likely it's running in the background still. -
Seems like it's broken for all languages, so something going wrong during the extraction of the translations seems likely.
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Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
Nope, this is not the issue. Script works correctly. It was just redundancy but didn't affect anything. I removed "TestLearningCommand" so you could see it had nothing to do with this matter. Problem is that --autostart-nonvisual does *something*, but certainly not what user selected with "-autostart". Here are some proofs: --autostart-nonvisual causes high CPU usage and uses all cores. While regular game uses only one thread (~6-7%). My script should generate "debug.json" after start, and about each minute performs the save game. With --autostart-nonvisual nothing happens. Even if we assumed --autostart-nonvisual suppressed all warnings, but still performed map and scripts, I should expect to JSON files and savegame to be created. --autostart-nonvisual uses only ~250Mb of memory. My script after start uses ~1G and after 15min consumes around 5G. It's combat between ~300units performed each 5sec. Screen below pertains --autostart-nonvisual: Certainly pyrogenesis performs some heavy computations on all cores. And selected map is not being run. While this screen below is without -autostart-nonvisual. One core used, JSON files produced, output produced, and all works as intended: I checked on windows and it's same story. The only difference is that if you use --autostart-nonvisual, "Turn (....)" output is not being produced at all, program exits immediately spawning another process. Rest is the same. Spawned process *does something* on all cores, but not running the map that it was asked. -
Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
Why not fix this? -
Me too. The campaign features have higher priority for me since they'll probably be more exciting for players, but as I said in the encyclopedia thread, I am also going to continue working on the encyclopedia eventually and then hopefully finally get it into the game. They are both huge projects, they have taken and will still take a lot of work and time, but it'll be great when they're completed, I believe we gotta think long-term here. In theory, yes, but you always have to account for smaller screen resolutions, where the in-game screen is quite cluttered already, so there aren't really many options. Maybe moving it to the right edge instead could also work, but there on small screen resolutions it'll conflict with the dropdown menu and also the tooltips of the units and buildings in the selection panel. Yeah, I'll do that, it's a comparably quick change, I just want to get a few things of my plate first.
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Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
I see. I'll try to run same command on windows build to see if it works there. That should hopefully give me the answer if the problem is my version of the game or something else. -
Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
Every game is a replay. Replays are just a list of turns which sometimes have a list of commands. The debug is there so you know it's actually running. -
Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
While quick searching the repository I encountered this: https://gitea.wildfiregames.com/0ad/0ad/src/commit/b77ee3c5dcde432787b0bdf0386fbf766e19f25f/source/ps/Replay.cpp#L279 It's part of the "Replay" method and looks precisely as part of the output I got. Is it possible that --autostart-nonvisual is designed only for replays and you simply can't start the match from scratch when this parameter is present?
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