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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    7. 599
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  • Topics

  • Posts

    • @wowgetoffyourcellphone  Here is the response by Claude:  "This one I can answer with confidence, and it's a no — not a matter of GUI/JS effort, but an engine-level wall. I read ModIo::ParseModsResponse() in source/ps/ModIo.cpp, which is the only place mod.io's API response ever enters the game. It explicitly whitelists which fields get copied out of the JSON into what JS can see: name, name_id, summary, version, filesize, the file hash, the download URL, and the dependency metadata blob. There is no logo/thumbnail/icon field parsed anywhere — I grepped the whole file for "logo", "thumbnail", "image", "icon", "texture", "sprite" and got zero hits. It's not just an oversight, either. The class's own header comment spells out a deliberate security boundary: "we only allow mods to download one of the mods returned by this class (using indices)... [so] a malicious mod [can't] use this to download arbitrary files." StartDownloadMod() only ever downloads the one signed mod zip a user explicitly picked — there's no general-purpose "fetch this URL" capability exposed to mods at all, which a thumbnail fetch would need. So this would require: parsing the logo URL in the engine's C++ (currently absent), a new download path distinct from the one deliberately locked to signed mod packages, and a way to load an arbitrarily-downloaded image as a displayable GUI texture at runtime — none of which a data/GUI-overlay mod can add. modiomod only overrides .xml/.js files inside the existing VFS; it can't ship or patch engine C++." I cannot assert correctness or not but it sounds plausible, unfortunately. @Stan` Could you please have a look at, or comment this? (not downloading from mod.io more than exactly the mod itself is intended as a security feature) Thanks!
    • 1 problem, the r29 version is checking depedncys for r28, so most are red in the download mods page
    • Mod.io asks the modern to include a thumbnail image for their site. Perhaps the download page could pull those images.
    • With "hidden" I meant to make them both invisible and intangible to the enemy. Hopefully that'd fix everything.
    • In this clip I was able to prevent a group from attacking by placing a foundation under them. This should be fixed imo. foundation_attack.mp4   There is also the possibility via a mod to place a lot of foundations near a fight. Each foundation could tank a arrow and cost nothing if not build. Would be very obvious to see though.
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