-
Who's Online 0 Members, 0 Anonymous, 87 Guests (See full list)
- There are no registered users currently online
-
Latest updates
-
Newest Posts
-
Buenos días o tardes, -Aquí le dejo un tutorial; -Para instalar el mod "Endovelico" tiene que ir a https://github.com/wltonlopes/Endovelico y la carpeta descargada depositarla dentro del archivo "Mods"del juego 0.A.D. Disculpe las molestias*
-
@WiseKind At this point, you "arguments" start to sound like trolling to me. I'm not reading all of that because you said and they literally can't be compared. The devs are addressing this and it will most likely be fixed in the next release. Can't read everything, sorry.
-
I get the feeling that you didn't even read or consider my full argument. Yes, you were focusing on in-game tools. I understood that much. I was making the point that these tools should not be regulated, and I tied this to two statements that I have already made more than once throughout this thread: The effect of these tools can be somewhat compared to the effect of life factors such as fatigue or stress, something we already generally don't try to regulate just for an online match. There are two different aspects of the gameplay experience: the mental challenge of keeping track of everything, and the mechanical challenge of implementing the strategy that one has chosen. I claim that mods mostly only help with the latter, which is already not relevant to skill because the game does a good job at keeping the required keystrokes to a manageable level, at least in my opinion. Nor should it be relevant to skill, because a game where skill is capped by a player's typing speed doesn't sound like fun at all. I'd like you to tackle these statements individually in order to claim that these mods can be described as a cheat (which, in this context, can be understood as a way to replace the needed skills to play the game competitively). And they say I'm the one making all the assumptions... I was just repeating something that @Atrik said in the old thread that got deleted. Perhaps I should have been more clear that this isn't my original idea, so I apologize for that. Maybe ask Atrik what made them say that, but in the meantime, here's the rest of my case. Illustrating my point with an example Let's bring into focus the imaginary scenario that everyone has probably already thought about, but don't want to put it into words for some reason or another. Suppose a player is VERY new to the game, either on about my skill level (Hard Petra Bot is my limit), or even weaker. I can go back to my old replays, and I almost always am able to describe the mistakes I made in strategic terms (spending too much time finding a food source in the early game, or focusing too much on early-game research and not enough on training units, etc.). Now suppose that player installs ProGUI, and uses the feature that everyone has been describing, which allows the player to set-and-forget their unit training routine, and if I remember correctly, resource gathering as well. A new player sets their rally point on the starting resources and hits "go", and they can passively watch the same early-game progression that other (good) players are used to manually performing. Problem #1: I have developed the belief that what makes a player "good" or "bad" can almost always be described in strategic terms. If you need more evidence for this claim, maybe I can pull out some of my old replays, compare them with more recent replays, and add commentary on what I really think was going wrong there. In this hypothetical example, what is making the player bad is that they don't know how to implement this strategy manually. The mod knows more about how to play the game than they do, which isn't true for even probably me. When spoken like this, it may seem like ProGUI or other tools can be used effectively as a teaching tool for VERY new players, helping them to grasp the concepts that seasoned players take for granted. Features like this may even be considered for the vanilla tutorial; something like a trigger that automatically controls the player's units to show them what semi-decent gameplay might look like. Combined with the tutorial panel, this could be a way to illustrate how a good player thinks. However, this wouldn't go very far, because... Problem #2: This game is (should be) sufficiently diverse and sophisticated that, in this hypothetical example, the VERY new player who is using ProGUI to watch their economy passively grow in ways that don't work in vanilla, would still lack the sufficient strategic understanding of the game to, you know, actually play good. The game starts, and the first thing I do is set my civic center rally point on the starting resources. As a VERY new player, I genuinely see nothing wrong with this! Oh, my population limit was reached? Time to select all of my units and order them to build houses in a row. Every single unit is no longer building resources, and is now walking across my base to build a bunch of houses, which takes a while. Now I can get back to gathering. My berries run out, so I do what the tutorial suggested and build farms next to my civic center. My wood runs out, so I build a storehouse beside the next closest source of wood. I don't build a barracks early-on, or defense towers, or anything else, because I'm a new player and I don't understand any of that. Other players have stated in the past that ProGUI doesn't automate decisions about building construction, which is what I'm going with for this example. But even if it did, it would still be a similar story. It may be true that a new player would benefit greatly from the mod in terms of raw scores, but it doesn't serve as a replacement for knowing how to play. Someone who does know how to play still has to pay attention to everything in order to get the best possible use of the mod. In conclusion: So, I just made this example knowing that there is a whole lot of room for me to have to fill in details that I wouldn't know definitively, so it's worth stating again that I still haven't tried ProGUI, and I know that there's a high chance that a lot of what I just said is inconsistent with the actual mod. I would like to say that this is besides my point. It's just an example, and you can comment on every little thing that I misunderstood, and say that I'm a bigot (I will probably do just that, once I have actually tried it), but these are all minor nitpicks, and my point still stands. My point is that even if a GUI mod is capable of making strategic decisions on the player's behalf, this cannot be considered cheating, because such mechanisms still depend on the player's ability to concentrate and understand what is happening, which will always be necessary. If I am understanding this correctly, your claim is that the lag in the game affects your ability to keep track of everything. I feel like I must put a pin in this and discuss it later, because I obviously don't know what the lag is like, since I've never tried multiplayer. I have tested the multiplayer by running multiple clients on the same computer, and the result is that every command I send has a noticeable delay, but this doesn't make it harder for me to concentrate on what I am doing (not that I was ever trying to, since those tests were mostly an attempt to explore for myself how multiplayer works in 0 A.D.). In the meantime, maybe be more specific about what you mean? Again, I have yet to experience 0 A.D. at a high level, so I can't really make a claim here, but I think it would be helpful for you to be more specific about how this works, if that is possible. The scenario that this makes me think of is one where you input your commands on the keyboard (and don't struggle to do so), but must wait for those commands to be enacted before you can begin thinking ahead. I don't see where a GUI mod fits into the picture here. A GUI mod might reduce the number of required keystrokes, but it wouldn't make the lag go away. If this is your experience, then I don't see how a mod like ProGUI would make it better. And if it is the case that you are struggling to input the key commands fast enough, then I would say that this is the Confusing UI problem like I mentioned above. Being limited by my typing speed doesn't sound like fun at all, and if that happens frequently in a typical rated match, then I would say that 0 A.D. is falling for the Confusing UI snare that they mentioned in the Vision. I think this comment is unfair. I wouldn't say that this is a troll topic that doesn't deserve sincerity. I, for one, have had a lot of fun in this one discussion, and a lot of productive and mature argumentation has already been observed, which I enjoyed a lot. I am feeling the frustration that some forum users don't seem to see my argument eye-to-eye, and make comments that seem to ignore things that I have already said. But neither @Atrik nor @TheCJ are guilty of this, to my knowledge. And it doesn't ruin the whole thread for me. Also keep in mind that this thread is actually several threads in one. There are the following arguments occuring simultaneously here: Are mods like ProGUI and AutoCiv unfair to players who aren't using them? How should we address the flaw in multiplayer that allows any player to reveal the map unfairly? (a completely different question than the one above it) How much of the community is SP-only, and therefore much harder to measure? Emphasis on singleplayer in future Beta versions? About the notorious lag in multiplayer due to poorly-optimized code As you can see, these are completely different topics that have all been brought up at least once in this singular thread. To confuse these disparate questions into one would be a mistake. I would also like to say that every opinion I have stated about "what MP should be" has been on the basis of 0 A.D. being a free software project, and I feel I do have a stake in how certain networking and social structures are implemented, because I don't want to see this great project get ruined because people don't understand my vision of what free software is supposed to be about. But I understand now that I am not going to change the opinion of other people, and I would be better off seeking out a portion of the community who is more welcoming to mod users, letting everyone else do their thing. Hearing this makes me want to try the multiplayer lobby sooner. I did register on the lobby, mostly as a defensive reservation of my username, and when I looked at the list of active games, I saw two people playing a 2v2 versus the Very Easy Petra Bot. If that is what people are using the lobby for, then I might just give it a try, maybe even today. I do plan to try that and ProGUI, mostly because it has been brought up so much, and because understanding what these tools actually are, and how they work, will allow my to better illustrate the opinion I have. But, as I have also already said, my base claim does not depend on specific facts about these specific tools. In this very post, I may have gotten a ton of stuff wrong about ProGUI, and this will probably make me cringe and want to go back and edit my mistakes later, but please understand that my base claim is that there can be no such thing as a GUI cheat mod. Therefore, no fact about these specific tools will ever change my mind. Hopefully you can understand this. I understand the frustration of seeing people make foolish assumptions about your own work, without putting any effort to understand the very thing they are arguing about. But please understand that I am not arguing about ProGUI at all; it's just a useful example that I use to illustrate my base claim that actually has nothing to do with ProGUI, and I am only working with the information that I have gathered from other forum users. If I have misunderstood one of these things that other people have described (and I have misunderstood at least one thing, I'm sure of it), then feel free to correct me, but please don't call me a bigot and say that this entire thread is just a big joke, because it's not. As I have said before, please look past the misunderstandings and see the broader argument being had.
-
As soon as I change the post-processing scale back to 100%, all is fixed.
-
A new option to change post processing scale has been added to A28. But when I change the value to anything other than 100% while in-game, the graphics break completely. The unit silhouettes could be rendered but the scene is completely frozen and crazy. Some screenshots: Now I am upside down lol: This is occuring on a Ubuntu 24.04 system with AMD GPU. The renderer being used is OpenGL
-
I installed this package and replaced llvm and it worked! Thank you so much! For later people who encounter similar problems: install llvm-dev and remove the other llvm packages. The list of build dependencies should include git-lfs curl llvm-dev
-
Especially considering what AFistfulofDollars (Geriatrix) just said about me in the gamesetup page of Barcodes TG. You saw that. He also claimed that this @WiseKind is my smurf (clearly wrong). @WiseKind maybe you and @Dunedan should address this. Atrik I consider you to be one of the most intelligent players in the lobby, please stay calm and carry on with your valuable work. Let's not be distracted by haters nor fall prey to Geriatrix trolling.
-