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the LocalRatings system is based on the games you (the mod user) have played: the rating of a player is only determined by the replays stored on your computer of games played with/against that player; source: https://gitlab.com/mentula0ad/LocalRatings/-/blob/master/ABOUT.md Yes it is documented even better then clearly... Too lazy to lift a cushion, let alone find a remote.
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I wrote a post (quite a long one) – but it's not visible. The first line says: Posted 41 minutes ago (edited) · Hidden When I'm logged in, I can see it: https://wildfiregames.com/forum/topic/139802-must-have-xxiii23-ken-wood-linux-only/?do=findComment&comment=616592 What did I do wrong?
- Today
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@Dunedan, could the newlines and tabs extracted from xml mess up the translation?
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In the code they are marked as translatable, and grepping the po files indicates some languages seem to have translations.
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DerilaErgoReviewNz joined the community
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nutriveade joined the community
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Must have XXIII(23) Ken Wood Linux only
NewWorldHero replied to NewWorldHero's topic in Help & Feedback
Im still fighting with the Debian 11 live install onto another usb thumb drive... I run Linux Mint 22.2 permanently on a great SSD. Yes, please step me thru exactly how you got 0.0.23.1 installed on your Mint 22.3 beta. Cave stultum qui frustra conatur neque silvam propter arbores videre potest -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
And again I think that's waiting for another PR before Vantha and I can sit down and get that hashed out, format the previous article and organize everything in a way that makes it easy and convent for people to access it. - Yesterday
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Narrative Campaign General Discussion?
Gönndolsalv replied to Lion.Kanzen's topic in Gameplay Discussion
Wow, thank you for the detailed reply! I see you've been busy. Actually, it was the PR for the speech/dialogue system that reminded me of this thread. I agree that the game needs a new tutorial, followed by a campaign — that's probably the first thing a new user will do/expect. Also, there are none user-created campaign mods out there. While your changes will make things easier and look better, it would also be great to be able to create campaigns in Atlas. Could it be possible for the user to choose where the task list is displayed, e.g. left, right, top, middle or bottom? It would be great to have categories for the tips mentioned in the other thread for R29, too. Spare the index and search for later. -
Narrative Campaign General Discussion?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Gameplay Discussion
A tab for "History" that gives historical information and lore would be nice. -
Narrative Campaign General Discussion?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Gameplay Discussion
Basic Campaign features (dialogue, objectives, etc.) and then also the Encyclopedia are two of my very strong desires. -
The Mound wonder is a nice touch.
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@Gönndolsalv Hey, I only just now saw your message. So here's an update from my side: I remain convinced that the game would really benefit from a new tutorial and that the story around Carthago Nova would make for a great campaign. And this project is still a big long-term goal of mine. And, yes, there absolutely is progress, even though it might no be always visible to the outside. As I explained above, when I started making the campaign last year, I essentially came to the conclusion that the game just lacked the capabilities to tell the story and teach the player stuff the way I had imagined it and would personally be content with. So what I decided to do was to lay down the campaign and instead to first implement these features myself, and only then pick up the campaign again to write it using that new functionality. And in the last year I have worked on all points that I mentioned above: https://gitea.wildfiregames.com/0ad/0ad/pulls/7785 https://gitea.wildfiregames.com/0ad/0ad/pulls/8318 https://gitea.wildfiregames.com/0ad/0ad/pulls/8614 No PR yet, but I have started working on this and more (like highlighting GUI objects to explain what they do) locally. I ended up creating a new set of terrain textures for it from scratch: https://gitea.wildfiregames.com/0ad/0ad/pulls/8214 And the first map is basically done. Now, all of these PRs are still open, meaning the features aren't in the game yet. And realistically, it'll be quite some time before all of them do and until there's an actually playable version of this campaign. Especially since lately I've obviously focused more on stuff for the R28 release. However, even though I can't promise anything right now, my personal goal is to get it all ready for R29. I can always use help, but not really with coding, just input and feedback is always helpful to me. Also, I would love to have illustrations in the campaign, so if anyone is, knows, or finds an artist to draw some images to our story (when we eventually get to writing it) that would be incredible.
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Engine.GetSimRate/SetSimRate from JS script
Vantha replied to CulturedCait's topic in Scenario Design/Map making
It works for me just as expected. Have you tested it with other maps? If it works with other maps, the issue probably lies with your trigger script. -
incredible work! These buildings look great!
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Buenos días o tardes; -Así se ven en el juego las facciones americanas; (Sólo faltan los Zapotecas ya que recibieron una actualización ,en unos días subiré las fotos) (Los Mixtecas y Chorrera serán incluidos en la segunda versión del mod) Adena Anishinaabee (nómadas) Arawakos (nómadas) Chibchas Guaraníes Hisatsinom Mapuches Mayas Mochicas/Moches Paiute (nómadas) Pámpidos (nómadas) Swift Creek Tiahuanaco Tupí Yaruma/Proto-lencas Disculpen las molestias*
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seregadushka started following Tower vs. Tree
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In the beginning, I'll show you what this battle between Metal and Tree looks like. Metal always wins here, across its entire area. And that's right. Trees, due to their widespread use, have less value. compared to rare minerals. A tree should have an advantage only over Land and Water. It's all. In all other cases, the Tree can close the overview, but it does not have the right to close the lower entity (Metal, Stone, Unit, Building, ... ) This is the correct behavior of the tree: But the wrong behavior occurs when it interferes with the action ., Especially at the moment of battle: It's unpleasant to waste seconds in the heat of battle. When, instead of the order to "Occupy the Tower," your brave fighters start tanning wood, running between enemies. This is a hidden advantage of AI, which does not allow itself to make such mistakes. This is how it should be throughout the entire area of the Tower, even if the Tower is hidden behind trees.
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Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
OK, I've completed environment setup. I managed to expose SetEngineRate, WriteJSONFile and incorporate other useful APIs to JS triggers according to your suggestions. To make it work creating a very tiny mod was necessary. However -autostart-nonvisual seems not to work as intended. According to readme: -autostart-nonvisual disable any graphics and sounds Apparently it ignores all other settings and runs the game with hardcoded options like if it was tailored to --rl-interface only. This is the command I run the game. It includes my custom map with all algorithms, and mod name with exposed functions. pyrogenesis -mod="public" -mod="train" -autostart-victory="endless" -autostart="skirmishes/test_sparta" -autostart-disable-replay -quickstart Typically map starts automatically, then training is performed, and after one generation script closes the game due to high memory usage. Then bash script runs it again indefinitely to iterate etc. Expected output in my case after pyrogenesis start is something like: (....) TIMER| session/setup.xml: 82.173 us TIMER| session/sprites.xml: 381.305 us TIMER| session/styles.xml: 72.086 us TIMER| session/session.xml: 31.4006 ms GAME STARTED, ALL INIT COMPLETE WARNING: Beginning from JSON file WARNING: Trigger.js: Trigger "TestLearningCommand" has been registered before. Aborting... WARNING: Load WARNING: currentIteration: 9 WARNING: entitiesToDo: 0 WARNING: entitiesDone: 250 WARNING: crossover chance: 50% WARNING: mutation chance: 40% WARNING: 512 (....) However if I just add "-autostart-nonvisual", then map isn't being loaded, and some other scripts or computations are being performed instead (look after "GAME STARTED, ALL INIT COMPLETE): bash:~/.local/share/0ad/mods/user/simulation$ pyrogenesis -mod="public" -mod="train" -autostart-victory="endless" -autostart="skirmishes/test_sparta" -autostart-disable-replay -quickstart -autostart-nonvisual TIMER| InitVfs: 197.269 us FILES| Main log written to '/home/przemek/.config/0ad/logs/mainlog.html' FILES| Interesting log written to '/home/przemek/.config/0ad/logs/interestinglog.html' TIMER| CONFIG_Init: 1.27741 ms WARNING: Init GAME STARTED, ALL INIT COMPLETE Turn 0 (200)... Turn 1 (200)... Turn 2 (200)... Turn 3 (200)... Turn 4 (200)... Turn 5 (200)... Turn 6 (200)... (...) This may be a bug if (=>readme) is accurate. Is it possible to disable screen and sound in a different way? Thank you! -
vladislavbelov started following Build instructions for A28
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Build instructions for A28
vladislavbelov replied to Seleucids's topic in Game Development & Technical Discussion
So the main menu starts successfully but when you open any map it crashes, right? Could you also attach userreport_hwdetect.txt from your logs folder? -
Wagers/Tournaments for 0 A.D.
Dragonaura replied to Barcodes's topic in Game Development & Technical Discussion
I know this thread is a bit old, but I’m curious if anyone has tried community-run wagers or small tournaments outside the game itself. Maybe a lightweight in‑game framework could grow from what players are already doing informally. Would folks prefer something built into the lobby, or handled through external tools first to test the idea? -
Build instructions for A28
AlexHerbert replied to Seleucids's topic in Game Development & Technical Discussion
I tried in macOS but had no success. Should work? -
Dragonaura joined the community
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mycouponcodes joined the community
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Build instructions for A28
Itms replied to Seleucids's topic in Game Development & Technical Discussion
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Thanks for the clarification. I didn’t realize LocalRatings stats are fully local and depend on the writable root (e.g. -writableRoot). That explains the different stats across partitions and after reinstalling. It might be useful to document this more clearly, as it can look like inconsistent behavior from a user perspective. Thanks.
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Build instructions for A28
Stan` replied to Seleucids's topic in Game Development & Technical Discussion
Spidermonkey (the js engine) is written in rust. So it need something to generate cbindings so it can be linked
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