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fcxSanya last won the day on September 14 2016

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  1. It may be also caused by single backslashes (instead of double ones) in the file path The script generates the same bone_pelvis.xml for both of them
  2. Try to run it from cmd or powershell this way: .\skeleton_generator.py or: python .\skeleton_generator.py you should see an output like this: Done generating file: C:\Users\User\Downloads\bone_pelvis.xml or an error message
  3. A22 includes NAT traversal feature (technical details are here: #2305 (UDP Hole Punching / NAT Traversal) ), which should allow to host a significantly larger amount of players (with some network configuration it would be still impossible to host though). It worked fine during the development tests and I can't wait to see the results of wider usage after the release. In further versions we can add more diagnostic information to have more details when it works and when it doesn't and hopefully made further improvements.
  4. It's the "Howe Sound" random map introduced in a21 (see the announcement ; and that's the version he is actually playing btw, not a20 as the video title says)
  5. It's the first movement of Mozart's "Eine kleine Nachtmusik", btw: Mozart_-_Eine_kleine_Nachtmusik_-_1._Allegro.ogg
  6. It celebrated the 10th anniversary this year btw (released in February 2007): http://web.archive.org/web/20070303015915/http://wildfiregames.com:80/0ad/page.php?p=10779
  7. You can check out how the simulation state is serialized for the hashing itself, see CComponentManager::ComputeStateHash , as the code comment says: For the full simulation state serialization / deserialization you can examine the save / load game mechanics, see SavedGame.cpp
  8. Security through obscurity isn't very efficient for an open-source project in any case. I found the methods I linked by searching a not-very-familiar-to-me part of the codebase for 10-15 minutes. If someone would be able to find a flaw after such a small time / effort investment, then it may have sense to improve the validation, and raising awareness about potential issues helps.
  9. CNetClientTurnManager::OnSimulationMessage CNetServerTurnManager::NotifyFinishedClientUpdate
  10. Hi and welcome to the forums! 0 A.D. uses the same 'synchronized simulations' network model as Age of Empires (and probably some/many other RTS games), you can read about it here: http://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php , the second paragraph puts it in a nutshell: So: Each game client validates the simulation state checksum, since any deviation is guaranteed to lead to issues. If they affect simulation -- you cannot by design.
  11. If you are asking how many users are following the page, then the answer is "1,906" as the page description says (for reference, Facebook page has "10,359 Total Page Follows")
  12. Make sure this still corresponds to your LAN IP, you may have received a different one from the DHCP server.
  13. Most likely #4181
  14. It's still useful to have it mentioned somewhere and to maintain some presence there if possible, and I think @Xeramon wouldn't mind to make some interested team members moderators of the subreddit if asked.
  15. Yes, and then you need to restart ejabberd and check out the ejabberd log (/var/log/ejabberd/ejabberd.log), if you installed the module properly you should see something like: =INFO REPORT==== 2017-06-14 09:08:27 === I(<0.42.0>:ejabberd_app:72) : ejabberd 2.1.11 is started in the node ejabberd@desktop Otherwise there should be an error like: =ERROR REPORT==== 2017-06-14 09:06:08 === C(<0.39.0>:gen_mod:75) : Problem starting the module mod_ipstamp for host "localhost" options: [] error: undef =ERROR REPORT==== 2017-06-14 09:06:08 === C(<0.39.0>:gen_mod:80) : ejabberd initialization was aborted because a module start failed.