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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. Yes, as the bot description says: There are the following numbers in the InitGame.js now: // Sandbox, Very Easy, Easy, Medium, Hard, Very Hard let rate = [ 0.50, 0.64, 0.80, 1.00, 1.25, 1.56 ]; which means 80% for the easy difficutly (unless there are also some other multipliers or something). It's possible to configure the batch size in the game options starting from Alpha 21.
  2. Hi, and welcome to the forums! There is a release candidate build of the next version (Alpha 22) available: http://releases.wildfiregames.com/rc/ , please try it out to check whether the issue is solved there.
  3. 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
  4. 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
  5. 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.
  6. 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)
  7. It's the first movement of Mozart's "Eine kleine Nachtmusik", btw: Mozart_-_Eine_kleine_Nachtmusik_-_1._Allegro.ogg
  8. 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
  9. 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
  10. 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.
  11. CNetClientTurnManager::OnSimulationMessage CNetServerTurnManager::NotifyFinishedClientUpdate
  12. 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.
  13. Make sure this still corresponds to your LAN IP, you may have received a different one from the DHCP server.
  14. 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.
  15. Given that our releases are less than 600MB and there are no more than two releases a year, it may be more sensible to keep downloading releases for a few years instead of downloading git/svn repo and keeping it up-to-date
  16. Did you install / configure the mod_ipstamp (see README)?
  17. This is displayed if you use some rating-related functionality (viewing the leaderboard for example) and the rating bot (EcheLOn) is offline. See README if you want to run it. Can you reproduce it? Also any idea why you have "WFG" resource in JID: 'tomboy@192.168.3.10/WFG'? (I believe "0ad" resource is hardcoded when you join the lobby via the game; and "CC" for bots)
  18. @gameboy try this: [lobby] server = "localhost" ; Address of lobby server room = "arena21" ; Default MUC room to join xpartamupp = "wfgbot21" ; Name of the server-side xmpp client that manage games root@ben:/home/tom/tools/XpartaMuPP# python3 XpartaMuPP.py --domain localhost --login wfgbot21 --password 123456 --nickname WFGbot --room arena21
  19. "lobby.xpartamupp" setting should match the "login" argument of XpartaMuPP.py, i. e. "wfgbot21" in your example And "room" should be the same too (either "arena21" or "arena22" in both places)
  20. 1. install some XMPP client if you don't have one yet (I used Pidgin on the screenshot) 2. login via XMPP client with some other account (either the one you are using in game ("boytom", the password should be in ~/.config/0ad/config/user.cfg) or create a new one via ejabberdctl) 3. get the room list (in Pidgin it's something like menu -> tools -> room list)
  21. @SkyOne578 a couple more notes: 1. check out our BitTorrent FAQ if you aren't familiar with torrents 2. a new 0 A.D. version (Alpha 22) should be ready soon (I believe in a week or so), so given your situation, you might want to wait for it instead of starting to download Alpha 21 right now
  22. It would proceed from the place where you paused it (or lost the connection or closed the torrent client, even if you reboot the computer etc.)
  23. Hi and welcome to the forums! You can download the game via torrent, torrent clients usually allow to pause / proceed individual downloads, set the bandwidth limit etc.
  24. @gameboy when XpartaMuPP is running with the proper arguments, you should see it in the lobby (and it's not present on your screenshot). You can check this via XMPP client too: * start XpartaMuPP (and keep it running) * join the lobby server via XMPP client with another account * get the chat room list, you should see the room joined by the bot * join the room, you should see the bot in it
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