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- Past hour
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Hippocrates is in a league of his own.
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Still would like that stuff ↑ to be consistent. (I'd prefer unit type.) -- Civic ! -- That's still ... not good.
- Today
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Just installed another RC and remembered that my questions still remain unanswered.
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-Es un gran proyecto, y quiero agradeceros a todos vuestra gran ayuda e interés: @Lopess @Alisson Fabrini @Stan` @wowgetoffyourcellphone @Seleucids @Genava55 @wackyserious @Ultimate Aurelian @Lion.Kanzen @Obskiuras @Carltonus @AIEND @Trinketos @Yekaterina @real_tabasco_sauce @Sundiata @lukamas @Tomcelmare @LordGood @DIYARAKUZA @Radiotraining @soloooy0 @andremm486 @Mr.lie @Dakara @Ardworix @Belisarius17 -Por último pero no menos importante , una Mención honorífica: @uovobw -Además ,con toda certeza me estoy olvidado de mucha gente. Disculpen las molestias*
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Buenos días o tardes; -Así se ven en el juego las facciones asiáticas; (Sólo faltan los Yayoi y Xiongnu ya que recibieron una actualización ,en unos días subiré las fotos) ¿Qué otras facciones les gustarían que fueran incluidas en la segunda versión del mod? Anuradhapura Armenia Arsácidas/Parthos Asmoneos Beduinos (nómada) Gojoseon (Coreanos) Escitas (nómada) Greco-bactrianos Hồng Bàng Himyar Kartli Malaydwipa Minyue Pyu Suvarnabhumi Tamiles (drávidas) Tocarios Vyadhapura Yawadwipa Yuezhi (nómada) Disculpen las molestias*
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Narrative Campaign General Discussion?
Deicide4u replied to Lion.Kanzen's topic in Gameplay Discussion
Big population cap = macro eco boom fest. You shouldn't do tactics with an abundance of available resources and population space. It's a trade-off that's not worth the extra APM. In short, this isn't Warcraft 3. It's beyond even the StarCraft's level of macro. -
Narrative Campaign General Discussion?
LienRag replied to Lion.Kanzen's topic in Gameplay Discussion
Not to be negative, but the main goal of the tutorial should be to show players how to have a gameplay that isn't totally lame. I've really enjoyed maybe two or three 0ad games of the quite a lot I've played, which were those where I've been able to do actual tactics rather than just farming and grinding the enemy down... Maybe it's me, but it's probably a quite common experience, especially for newcomers. -
Indeed. The Corvus ship (or tech) should be way more efficient at boarding, but not the only way to board, as it was a common tactic of the ear.
- Yesterday
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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.
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Problem with User-created Maps and LAN Multiplayer Game
0adler replied to 0adler's topic in Scenario Design/Map making
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". -
Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
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. -
Problem with User-created Maps and LAN Multiplayer Game
0adler replied to 0adler's topic in Scenario Design/Map making
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. -
Those gardens around the houses look nice.
- Last week
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An interesting video with several proposals on cohesion. A few ideas could be inspiring for 0 A.D.
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Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
So that's user maps, mmh. Does that happen with community mod maps as well ? -
Problem with User-created Maps and LAN Multiplayer Game
0adler replied to 0adler's topic in Scenario Design/Map making
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. -
Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
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 -
Engine.GetSimRate/SetSimRate from JS script
CulturedCait replied to CulturedCait's topic in Scenario Design/Map making
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. -
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!
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Engine.GetSimRate/SetSimRate from JS script
Stan` replied to CulturedCait's topic in Scenario Design/Map making
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. -
Problem with User-created Maps and LAN Multiplayer Game
Stan` replied to 0adler's topic in Scenario Design/Map making
Do you have the same mods loaded when you play the saved game ? Any errors ? -
Build instructions for A28
Stan` replied to Seleucids's topic in Game Development & Technical Discussion
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. -
Build instructions for A28
AlexHerbert replied to Seleucids's topic in Game Development & Technical Discussion
I mean, in macOS should work?
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