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@Stan`thank you for the suggestion, but I've never had to set those to build on any other architectures. I've helped with the MegaGlest appimage build which uses qemu in a GitHub runner to create arm64 packages. No problems. I build several different things in this Dockerfile, also with qemu, building on Focal and Jammy for amd64, arm64, and arm/v7. Does 0ad do any testing on different architectures in its CI? Ironically, I was inspired into building on arm64 after you suggested it in a pull request comment on the 0ad-appimage repo. it's made more work for me, but it's been an interesting learning experience.
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@BaelishSadly, the development build has been broken for a long-time on many distros. https://gitea.wildfiregames.com/0ad/0ad/issues/6895 @Itmshas a pull request open to fix the SM problem: https://gitea.wildfiregames.com/0ad/0ad/pulls/7222 One easy work-around is to install a different version of Python (although I see you got the build working above, I'll reference it anyway): https://gitea.wildfiregames.com/0ad/0ad/issues/7080#issuecomment-102788 A fix should have been prioritized, or the document for the build instructions should have been updated accordingly. There's already enough documentation that appeals to developers to contribute. All that happens when a project has a broken build for so long is that potential developers get confused, waste their time, and become turned off. And project maintainers become discouraged that more people are complaining than contributing.
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Ironically it refreshes only the ratings for all players not affected by this bug, because this bug seems to be caused by players (unintentionally?) being connected with multiple instances of 0 A.D. and only one instance would receive these updates. Even if all instances would receive the updates, other players joining is a frequent occurrence when somebody is affected by this bug and doesn't solve it. Registering multiple accounts violates the Terms of Use. Don't do that!
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If I understand correctly what Norse says here, the event of any new user connecting to the lobby refreshes the ratings for all players, including the ones with the bugged ratings. If this is the case, two ideas come to my mind: 1) This problem of aborted games due to the rating bug probably happens mostly for us late night american players which usually play when the lobby is at its lowest in terms of connected players. At this time of the night it is common to not see any new player connecting for minutes or even tens of minutes at a time. On the other hand, at any other time of the day this problem is probably not as important beacuse on average you see new players connecting very often. 2) A convoluted but effective method of saving games for late night american players could be the following: always have the credentials of a second account ready, and when you or another player looses ratings: (a) leave 0ad, (b) log in with the other account in order to refresh the ratings for everyone, and (c) rejoin with your original account. With this method any player should be able to fix the ratings bug for any other player, even if the player with the bug does not have a second account for this purpose.
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Here is the diff from which I made the mod for further use attack_view.diff
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The games of berhudar look different with no attack-walk commands in such a high ammount. Also the sniping is not so spread out.
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