All Activity
- Today
-
If someone can tell me how to
-
I know that some multiplayer platforms and games implement file integrity checks to prevent malicious code or cheats disguised as mods. I’m not saying that would necessarily solve anything here (we know how easy it is to hide mods in 0 A.D.), but I also don’t have enough knowledge to take a strong position on it. I was mostly wondering whether removing it could introduce other problems. Your explanation helps clarify the situation. My original comment was more about the idea that this feels like a solution that lets modders skip some basic precautions, rather than addressing a real engine issue. I understand that this can be somewhat subjective. I see. The point I was trying to illustrate is that, regardless of where the mod is downloaded from, its correct functioning depends on it being distributed properly: the same file structure across all download sources, and the correct download link in the case of git. Not through Code -> Download ZIP, but by creating a release that appears on the right side of the repository page. Also, if I remember correctly, this caused issues with Feldmap in the past when different versions were used, resulting in OOS. Not trying to make a big issue out of this. Thanks for the explanation!
-
And for completeness sake here is the announcement post the banner links to (for everybody who stumbles over this thread after the banner is gone):
-
I was the one who improved the AI's eco and the army size hehe I hope it's not too hard for new players
-
Thank you, it worked!
-
There is always a solution to still make it work, despite the path checking. But good UX is generally about making things simple, resilient (can adapt to a variety of users with a variety of technical level), and not add unnecessary complexity. Why do you think we should keep the path checking? What is it useful for? Note that in the examples I give, I pretend like files after the folder where is the mod.json matters but actually it doesn't, yet anyways.. Community mod was downloaded probably exclusively on mod.io I think. As for Feldmap, it is marked "compatible" for convenience although it's obviously technically incompatible. Can't agree more.
-
Hello, as mentionned in the banner on these forums, you need to reenable TLS in the game options in order to join the lobby
-
Ardyth joined the community
-
I have played normally just yesterday. Today i was trying to login into my account but instead of logging in i got this error: Error (The authentication mechanisms the server offered are not supported or no authentication mechanisms were available). My friend joins normally.
-
Ye I notice how the VH AI is keeping up with unit production, usually once they send their army, their economy is crippled. Now they have some leftover to rebuild their economy. I'm not sure if I can ever beat 4VH as Han now. - First replay(1), I'm always double the AI in terms of score so notice how it scored 1.5k higher the usual, this was probably my 4th gameplay. - So I've learn a lot from multiplayer so my gameplay has improved in 2nd replay(2) and maybe its my game setting(200 max pop) or something but I'm surprised the AI had only 1 Civil Centre... usually it would be 3 or 4 by now.. Actually thats an old replay, I think I deleted the 200 pop replay, oh well, its just the usual setting. commands(2).txt commands(1).txt
-
Ok, I understand your point. I have a few questions though: From what I understand, in your first example the issue would only exist on the modder’s machine, since end users would all receive the same file structure. Is that correct? If so, this seems like the most justifiable case for not checking file integrity, since it only affects a development environment and not distributed copies of the mod. Seems very similar to the previous one. A user cloning the repository would obtain what is essentially the “final” structure of the mod that would later be distributed, right? I see your point about downloading the repository as a zip from git, which adds the -branch suffix to the directory name. But couldn’t that be avoided by creating a release? That would appear on the right side of the repository page and users could download the packaged version directly. This case also seems similar to the first one to me. Users downloading the mod from mod.io would all receive the same package, and therefore the same file structure. Am I right? It’s true that I haven’t worked on incompatible mods (I only contributed something very small to the community-mod, the changelog). However, we’ve been using Feldmap for years and this has never been a problem in practice, largely for the reasons above: users end up downloading the same file structure. The only exception I can think of is when someone downloads the source code directly from the repository (using the “Code → Download ZIP” button). But I always assumed that option exists mainly for people who want to develop or inspect the code, not for end users who just want to install the mod. For that purpose, isn’t the release mechanism intended? In my humble opinion, an end user shouldn’t have to deal with technical issues that are inherent to development workflows. It seems more reasonable for the modder to be responsible for distributing a consistent packaged version of the mod.
-
Please share your replays against the AI here. Here's a couple from me. AI difficulty is Medium, but it feels more difficult to beat than even Hard AI from A27. As usual, there's a lot of floating resources around CarthageVSPersia_M.zip RomeVS_Sparta_M.zip
-
I've done a mod that change 0AD icon and I'm trying to distribute it. On my machine ModImWorkingOn/ ├─ mod.json ├─ fileIgnoredByGitIgnore.@#$% └─ art/ └─ 0ADIcon A user cloning my git New0ADIcon/ ├─ mod.json └─ art/ └─ 0ADIcon A user downloading from my git New0ADIcon-master/ ├─ mod.json └─ art/ └─ 0ADIcon A user downloading from mod.io New0ADIcon/ ├─ mod.json └─ New0ADIcon.zip Yes, 1000x harder for the modder to fck up and generate false positive then generating false negative thoughts. Being on the responsibility of the modder rather then the user is also obviously desirable. I think that also invalidate your remarks about this being a solution for a problem that doesn't exist. Which you would have a high chance of being wrong about since I don't think you ever use incompatible mods (yes you use and distribute compatible ones but they don't have this problem. For now, anyways). I don't know the original cause of the problem I faced with @Emacz, and others using his mod. But this isn't the first time I'm facing troubles with mods trying to use compatibility check, and this fix would have probably solved past cases.
-
You could attach a README to your repository providing instructions, and (even better) create a release in your repository with the properly packaged .zip/.pyromod. That would make things much easier for both you and the users of your mod in the long run.
-
Isn't it unusual to allow the same mod to have a different file structure for two different users? Couldn't that generate false positives? Aside from my question, this seems like a rather forced solution aimed at solving a problem that doesn't really exist. Modders should provide a simple way for users to obtain their mods. Besides, it doesn’t seem like a serious issue. It’s just a matter of learning how to properly create a .zip/.pyromod and providing clear instructions to the end user.
-
Buenos días tardes o noches: Aquí le dejo una previa sobre el Boceto de la facción Asmonea @p3p : Desculpen las molestias*
-
===[TASK]=== Crowd Sourced - Judeans (Hasmonean) [Faction]
Duileoga replied to wackyserious's topic in Game Modification
Buenos días ,tardes o noches; -En el mod "Endovelico" , tenemos la facción "Asmoneos",(no es lo mismo que el reino de Judá)pero por si le interesa temas relacionados , puede descargarlo en el tópico del mismo nombre en este mismo forum.Está el "Segundo templo de Jerusalem" como Maravilla de facción, unidades auxiliares como los Macabeos y trabajamos en bonificaciones culturales como el Shofar. -Sería de gran ayuda para el equipo que jugara el mod Endovelico y nos comunicara críticas, sugerencias, dudas etc... Disculpen las molestias* -
Civ: Cimbri (Early Germans)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
- Yesterday
-
Thanks, but I don't make mod zips I just give them the git hub link.... there was an issue downloading from git and extracting that caused computability problems. @Atrikhas provided a fix that seems to work.
-
Well I suppose before a poll we need a list of options
-
Why Don’t Cheaters Repent?
real_tabasco_sauce replied to king reza the great's topic in Gameplay Discussion
I say let it be hectic. I think its fine for the "perfect" start to be an asymptote: never reached but only approached. -
Just downloaded and activated. Have speced some matches in 0.28 and it works at least at first glance. Hovihovi getting +125.6 points for one game getting ranked best of 78 players.
-
@Emacz when I make mod .zips, i always select the files within the mod folder (art,simulation,mod.json, etc.) and compress those to a zip file. Then i'll just rename it to whatever the directory name should be. That makes the right file structure. my bad, didn't see @Stan` already said this!
-
Random idea: To lessen the impact on QuickStart mod, make the beginning of a match more similar to Age of Mythology. So you start only with your Civil Center, after 2 seconds your 4 Civilians and any eco units such as Worker Elephant spam, 2 seconds later your 4 infantry, another 2 second later your cavalry. That makes the start less hectic for everyone. It also makes maps slightly more balanced as your Civilians no longer spam at the other side as your berries.
-
What is the policy wrt. game titles?
Dunedan replied to Raffi Enficiaud's topic in General Discussion
The overall Terms of Use forbid harmful and threatening behavior. This of course applies to game names as well. We've taken care about that specific case in the meantime.- 1 reply
-
- 2
-
-
Latest Topics
