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  1. How about the Civic Center (CC) changes it's "size" while upgrading from one phase to the other? On every phase upgrade the health points double. To increase the size I would simply start with a small/basic model of the CC and on every level up from one phase to the other I would make the model bigger and look more powerful. However, I would not change the size of actual space the CC occupies. This sort of behavior is simpler to implement. You only need 3 different models of the CC and some logic to change the models on every upgrade.
    2 points
  2. First step is to create a mod. This can be done by adding a folder in your documents/My Games/0ad/mods folder and adding a little file called mod.json such as this one. { "name": "koronauts", "version": "1.0.0", "label": "Koronauts", "url": "https://wildfiregames.com/", "description": "Like Argonauts, but not quite.", "dependencies": ["0ad=0.0.24"] } Then you can start adding new files, or modifying existing ones by copying them over to you mod, at the same relative location.
    2 points
  3. Hey @Coronaut I will try to answer some of your questions let me know if you need a more in depth response for one of them. As @Loki1950 said currently none of us developpers get paid for working on the game. We do that on our free time and for free. Currently the only difference between the two is the ability to change the SVN repository directly. An external contributor can only suggest changes and give his opinion on patches. The final decision on whether the change or the feature needs to be included is in the official teams hand. That being said being a modder gives you a lot of freedom as there are already a lot of things you can do by yourself. You need to know how to edit text files mostly. Programming experience is a plus. 3D modelling animation rigging and texturing can also be a plus. Else you'll be "limited" to what the engine can do. Three. SVN, github, gitlab. That's detailed in the wiki. You need visual studio if you want to make C++ changes as you need to recompile the game. Eclipse will only allow you to have suggestions during the c++ edition but you'll need to tell it to use the msvc compiler. Technically unless you want a really specifc feature you needn't compile. It's for developpers or modders that wishes to use the last version of the game. You should basically update it every day to make sure you have the latest changes. You can also decide you'd rather mod the last release. You mean change it's size ? Then you need to modify the 3D model. The game has no scaling capatibility. Not sure what you want to do. Did you add code ? You should use the generated pyrogenesis.sln. by runninfg update.workspaces.bat in build/workspaces.
    2 points
  4. We have f_tunic_short.dae. Can we have f_tunic_long.dae? The men have a long tunic mesh. It would be nice to have a long tunic for females if possible. Thank you. Specifically, I am making Scythian unit actors and I ran into the problem of not having a long tunic variant for the female mesh.
    1 point
  5. Hello, I’ve been playing 0 A.D for a while and have had a couple of ideas for a new mechanic implemented by mod or otherwise that could give more purpose to early-game aggression and late game strategy. As well as, give more purpose to the Civic Center(CC) itself. Idea: What if your first CC expanded as the game went on. I currently see that this could be accomplished in different 2 ways. Implementation: 1) CC would gain max health throughout the game based on the game timer. Example of 1: At the beginning of the game a player owns a CC with 3000 health. It would gain max health every second throughout the game. The CC max health would gain would then stop at 20 min, doubling the health the main CC had at Load-In to 6000. This could make late game a little more challenging, because more health = more damage needed, as well as make early game more important. A secondary mechanic would be that if you attack a CC its generation would stop for a short amount of time then begin again. 2) Have the CC itself become larger (P1 1x1, P2 2x2, P3 3x3) and absorb other buildings close to it and add their health to the CC’s own, as well as gain the attributes of those buildings. Example of 2: If a farm with workers and 100 health was next to the CC at Phase Up the CC would delete the farm and garrison the workers within the CC. The CC would then gain attribute “Food Capital”, gain the ability to passivly produce food depending on how many workers are garrisoned inside. The number of possible workers would depend on how many farms are nearby at phase up (1 farm = +5 food garrison). If a barrack with 300 health was nearby it would absorb it and add 300 health to the CC’s max health and give the CC the attribute “Military Power'. Adding the ability to spawn more units at once for a slightly better discount but more time. Or 3) Some complicated combinatination of both. I would like to write these modifications myself but I don’t have any programming or developing experience. Currently I’ve gotten as far as downloading the svn version, attenpting to open the workspace (failed by the way), and having a look around the files. My main problem is I have no idea what anything does or how to develop modifications for games. Thanks for reading, K(C)oronaut
    1 point
  6. lol, true. Perhaps I can make a graphic to show what's going on and why it's weird. The ultimate fix might require some actor updates (not hard). Right now I'm having fun making Scythian actors for some people on the forum to tear apart.
    1 point
  7. @gameboy as @Stan` mentioned it is waiting for review. Meaning another team member will look over the patch. Have some patience. We do pay attention and I think it is an important feature, but please understand people are not getting payed to work on 0 A.D. so they do it in their free time, therefore it might take a little longer to be implemented. I appreciate that you brought the topic up again, keep an eye on the patch that is important, but please have some patience.
    1 point
  8. I guess there is something else at play here, I must admit that I do not know what though...
    1 point
  9. Not yet @gameboy-san, it is still waiting for review.
    1 point
  10. Hello, Last year I posted an idea for a new civic center mechanic (link below) that I think would be a good addition to the game. I wanted to make it myself, so, for the past year I persisted and tried following the modding guides and forum posts, but realized since I have little experience with the game development process and coding it wouldn’t be possible. Original Idea: Here Now, a year later, I’m coming back to the forums to ask questions and be more involved in the community. Please excuse my ignorance. What is the difference between modding and developing for 0 a.d.? Correct me if I am wrong. A modder is a solo entity that creates changes in the game’s code how they want with resources already in the game and some they create themselves. A developer gets paid to work on the game from the standpoint of completing tickets to make a new and updated release of the game. Assuming you have no prior experience in game development, what knowledge is required to create mods for this game? How much coding experience is necessary? How many ways are there to obtain the game’s code? What advantages do you get from using eclipse, or Visual Studio rather than basic notepad? Who is the Svn copy for and how should it be used? Who uses workspaces and build environments Modders or Developers? What are they? What are they for? How do you quickly test if something worked or not? As you can tell I have no idea what I’m doing. If you can help me it would be greatly appreciated. -K(C)oronaut
    1 point
  11. All this builds pyrogenisis.exe and the dll's that are not part of ones that ship with Windows in other words the whole engine the AI and GUI are defined by JavaScript and XML files in the public folder of the SVN tree BTW the latest version of the exe is also part of the full SVN download game play is also defined in the JavaScript files, Enjoy the Choice
    1 point
  12. Okay then you need to go to C:\Users\{yourname}\Documents\My Games\0ad\mods Create a folder like so C:\Users\{yourname}\Documents\My Games\0ad\mods\mycenaeans_basic_mod Put the mod file in it C:\Users\{yourname}\Documents\My Games\0ad\mods\mycenaeans_basic_mod\mycenaeans_basic_mod.pyromod Rename the mod file C:\Users\{yourname}\Documents\My Games\0ad\mods\mycenaeans_basic_mod\mycenaeans_basic_mod.zip Add this .JSON file next to it mod.json Like so C:\Users\{yourname}\Documents\My Games\0ad\mods\mycenaeans_basic_mod\mod.json Sorry for the inconvenience.
    1 point
  13. I made a small mod in which enabling it together with Aristeia allows you to play with Mycenaeans. mycenaeans_basic_mod.rar
    1 point
  14. You just need to run it you don't need to play I was interested on whether the HPET message would still fail.
    1 point
  15. I'm sorry, I'm tired. No, still the same, issue is still there.
    1 point
  16. This Problem exists also in the multiplayer. I don't have speed-ups, but random massive slow-downs.
    1 point
  17. I don't use multiplayer, only single player
    1 point
  18. Hi @Stan` The Game Speed setting is normal. Issue occur after some minutes of playing, randomly.
    1 point
  19. Hello, I have similar issue as before into this thread. I have a AMD Ryzen 5 3600. Before, you provided me with some binaries which worked, but partially. After a few minutes into the game, it started either to move very fast or very slow. Solution was either to use pause more times(when was moving slow) and save, exit and load the game we it was moved fast. Today, I've updated with the ones from Stan''s and it's much better, when the game is starting, no errors, mods section is working and the game is not moving slow as before. Only issue remain that the game is moving very fast at some point in time and it's very annoying cause it's doing several times per each game Any idea to solve it please? Many thanks,
    1 point
  20. @Stan` Hi! Thanks for the quick reply, I'm on Windows 10 64 bit. To be exact I'm on version 10.0.18363
    1 point
  21. @gameboy I fixed the first warning the other is not caused by that code. Keep in mind you need to recompile else the placement won't work.
    1 point
  22. @Stan` @Angen Please fix it as soon as possible, I will continue to help you test it. I think this patch is very important, it implements an important function, that is to build the defense system.
    1 point
  23. WINDOWS 10, Ryzen 5 3600x, 1080 gtx
    1 point
  24. Hello together. When I started to run 0 A.D. on my new Ryzen PC the game crashes. However, it was possible to continue the starting procedure. Then it crashes again and again. After three crashes it entered the starting page of 0 A.D. Maybe the other two crashes occur because of the first one. The problem now is that the game, because it crashed while starting procedure, is running in windowed mod. Is there a possibility to avoid the crashes, or a workaround to get fullscreen mod even the game is running? Could you please help me? I also tested the current svn rP22785. Here the game crashes four times until it enters the starting page. I had tested both version a few times. It crashes every time the same way. The three crash logs for the alpha 23b, the four crash logs for the svn, and the system info are attached. alpha_23b_crashlog_1.txt alpha_23b_crashlog_2.txt alpha_23b_crashlog_3.txt 22785_crashlog_1.txt 22785_crashlog_2.txt 22785_crashlog_3.txt 22785_crashlog_4.txt system_info.txt
    1 point
  25. Hey; commented out the line 54 and the for loop at line 648, now the game launch properly!! Really appreciated! If I can do anything more count on me! P.D: If I experiment anything weird while playing I'll post it here! Thanks!!
    1 point
  26. Well, the strange value is confirmed... I'll do some experiments and probably give you a small minimal program reproducing the inconsistency, but I'm not sure what I will find. In the meantime, if you want to play, you can safely comment out the // ENSURE(tlb.Validate()); on line 54 of cache.cpp. It is only a sanity check (something insane is indeed happening! ) which doesn't prevent you from playing at all. Unless the root cause of this issue causes other issues down the line, in which case you can report here.
    1 point
  27. Hey! applied your patch and recompiled, Here you have your registers: Thanks for your attention!
    1 point
  28. Hello! I looked into this, I am a bit puzzled: Based on the line numbers of the stack trace, the validation fails for the output of the function 0x80000006/ebx. L2 TLB/cache information: 4K pages & L2 TLB (0x80000006/ebx): instruction # entries = 0x400 (1024) instruction associativity = 8-way (6) data # entries = 0x600 (1536) data associativity = 0x5 (5) So according to cpuid, your processor answers 0x400 6 600 5 (I added the spaces for clarity). However the stack trace says that the value of the register is 1442866176, which is 0x56006400. The byte fields are the other way around (not per byte but per field, so it's not a little/big endianness confusion). I looked at the source code of the cpuid tool, and it looks like our code is doing the same. So I don't see why the value you are getting in our engine is bogus. In order to dissipate any doubt that I can have on the output of gdb, would you mind applying this patch (and recompiling) that just outputs the values sent by the call to cpuid. And share the output here cpuid-debug.patch Thank you very much!
    1 point
  29. Could you provide a stack trace? You can use gdb for that, we have instructions on this page, especially in this section. That would help us know what is the root cause of your issue. Thanks in advance and please let us know if you need some help
    1 point
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