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Showing content with the highest reputation on 2019-03-31 in all areas

  1. Thank you very much Stanislas, I really appreciate it! And those weren't even the worst quotes... He actually called us "explicative ebola zombies", and something else about AIDS, for those of you just joining and might be wondering why our lovely friend was removed from the conversation. Thank you to all the people who showed their support in this matter. For those who think that pesem/Glestul's commentary was even remotely acceptable, you need to self reflect. I've had an eye-opening discussion about the difficulties regarding moderation, and will say a word or two about it in the future. Basically, we need the community to help regulate extremism in the lobby, and in the forum. It's an open source project, so we can all help weed out toxic behaviour. If everything falls on the handful of moderators alone, they get overworked and over stressed. The bad people shout louder, so at least the "good" people should try to speak in chorus. We have terms that everybody agreed to. If someone is excessively violating them, try to politely draw their attention to the unwantedness of such behaviour. Don't attack them, don't insult them, just inform them. If the behaviour continues notify a moderator. Most importantly, don't criticize a moderator for taking legitimate action if the offense is well covered by the terms. Just grow up and realize that your words, your actions, and your silence when your voice matters can cause real world damage. Moderators and developers have lost their mind in the past... To the moderators, please don't hesitate, or feel bad to take action against the level of dehumanizing talk that Glestul/pesem demonstrated. This is NOT an edge case, if there are still people who feel that way...
    5 points
  2. I think the application forms come from back in the day when 0 A.D. hadn't been open source yet. Indeed http://trac.wildfiregames.com/, especially http://trac.wildfiregames.com/wiki/GettingStartedProgrammers are the entry points. The AI receives some information via C++, but other than that it is written almost exclusively in JS, so it is easy to start modifying it. I've also wondered whether it wouldn't be cool to have multiple AIs and have them fight each other (reminds me of playing counterstrike offline against bots). While you can probably find some tickets on trac, I would recommend to start playing the game, become a bit familiar with how it's played, and find some obvious defects or missing feature of limited scope. In your case you might want to observe bots playing instead of playing yourself. If there are errors popping up, that can give you a good starting task. Other more obvious choices are "silly" behavior of the AI that could be redesigned (silly for every human, but it's not so easy to detect such behavior with code). For example trade routes through enemy territory were a frequent example. I don't know if the author who is currently working on a fork of 0 A.D. has worked on that. If you have specific questions about the Petra AI, you will probably get a more qualified answer from them, as Petra is the product of mimo. There was a previous AI in 0 A.D. called aegean by wraitii, but that was removed long ago. Creating a new AI sounds really good, but there are many strategies that need to be accounted for. For example I imagine naval transport to be difficult. But perhaps one could also start with an AI that is optimized for Mainland. In case you have created some kind of patch, 0 A.D. also provides the possibility to run games from commandline without graphics, allowing to test it more quickly, see README of the source.
    5 points
  3. aint shé a butté I dunno, it doesnt look terrible.. also not a tree
    4 points
  4. My apologies Sundiata. I hid your post because I hid the few last posts. I did not see a reason to keep the quotes of the offensive posts and your educated answer would have a reason to be in the first place if that troll wasn't here. I can show it again if you want but I'm not sure that's gonna help anything. Glestul is now flagged as spammer all his posts have been hidden and I believe he can't post anymore. I don't think I have the ban ability though.
    3 points
  5. Dude, you're not funny at all. I don't think these forums or the 0AD servers are the place for your kind of 'religious' and 'racial' 'jokes' and 'discussions', thank you.
    3 points
  6. By the way, mercenaries are paid for their service, however this is oversimplification of the status of foreign troops. Auxiliaries/vassalized/allies are also important supply of foreign troops which are also sometimes considered as "mercenaries" because they got a financial contribution in exchange. p.43 http://repositori.uji.es/xmlui/bitstream/handle/10234/172075/Trundle.pdf
    2 points
  7. I suppose that the first OOM happens because of JS. Also I think you don't need to increase the heightmap resolution, but the texture map resolution. It's possible, but it requires a lot. Because you need to store this information, but the compression is limited. Possible solutions: Megatexture technique (Sparse Virtual Textures). It still requires to store the whole texture (on disk). Also modern OpenGL (3.3+) is needed for an efficient application. Mixture textures or blend textures (a more possible solution for us and similar to Oblivion AFAIK). It requires a space too. We may use our terrain patches and limit a max number of textures per patch to 4 and use an RGBA texture to mix them. Now a quality of paths depends on these textures sizes. For example: 1024 map = 64 x 64 patches, let assume that the resolution is 4 pixels per patch cell (pretty small for smooth details) = 64x64 pixels per patch, 64MB without compression in total for the whole map. A bigger resolution requires a lot more because of square. Also you’re able to store an additional texture as an interpolation configurator to decrease the main texture. Prepared patterns, it's similar to the previous one, but we don't allow a full flexibility of mixture textures. We suggest prepared mixture textures and map makers use them by their indices. Or they add some by themself (but it requires a bit more space). It allows to use 32x32 (1024 patterns per 1024x1024 texture) or 64x64 (256 patterns per 1024x1024 texture) pattern textures per cell. Paths (it's like vector for rasterized pictures), it's good until we have a lot of paths. Its performance depends on number of paths. 2D sparse voxel based terrain rendering, it's pretty similar to the megatexture but in terms of vertices and geometry instead of textures. So I think megatextures are preferred here. These solutions that I remember and shouldn't be hard to map makers. From a superficial look, the third solution looks pretty fine, not much space, not much performance losts. Very likely there're other solutions, but I need time to think and analyze them.
    2 points
  8. Thank you very much for the explanation Stan. My post was deleted while I could still see all of Glestul's posts for almost an hour... So I was like: I think It is important that you show it again, so that people can know exactly what was going on here. People often don't believe me if I tell them the sorts of things that are being hurled at me. Some people even think this kind of thinking is a thing of the past, or that I'm exaggerating, but I encounter it way too often, and people should know! I don't normally encounter it on the forum and in the lobby, which is why I always considered Wildfire Games and 0AD a "safe place". Show the quotes so that people know that this is the limit. Secondly, a shocking number of people actually believe in those things. My response clarifies why those things aren't true, and how wrong they are to think them, to help dissuade others from embarrassing themselves like that in the future. A lot of people aren't "racist", but have some really messed up ideas of what "Africa" is like. It's a big continent. Some places really suck. Other places are pretty awesome... People should understand that.
    2 points
  9. Ban Glestul.This is not free speech, this is 4chan level of trolling. I assure you that you don't want this kind of attitude to last in the community. All opinions are tolerated until it is used to insult and dehumanize other persons.
    2 points
  10. almost have enough assets for a high atlas map
    2 points
  11. 2 points
  12. Thanks, I'll send you a file with all their blender/textures files when they're all done.
    2 points
  13. Thanks @stanislas69. Sorry, the question " Are you sure you are not wanting to work on something programming related " was a bit confusing for me since English is not my first language. My bad tho. I've already started on the given link by successfully building 0AD. I was waiting for an "approval of proposal" to get to the next steps but seems I don't need that. I guess I will be exploring the tickets and getting in touch with the devs on IRC then.
    2 points
  14. The pre-made maps are indeed found in public.zip, and should be there. You can un-zip it, but there is no need to. The game should look for maps in other places before the zip though, so that shouldn't be the problem. I just tried creating and saving a map, and it showed up fine in-game. One thing to check is whether or not you've changed the name (seen in the first panel in Atlas - the scenario editor), if it's still the same it might be hard to find it in the menu.
    1 point
  15. Meme war? Either way really nice to see all the nice new trees (and more) you are creating Johnathan
    1 point
  16. Looking forward to hearing from you. Let me know if you need anything else
    1 point
  17. Not sure if this is what is expected of me but here
    1 point
  18. Here is another quitter.Name is BMW2041. Don't know why he was most likely gonna win but he closed without resigning. commands.txt
    1 point
  19. i got a question to ask the community: i completed now the resources panel and i also implemented all the code to let the gatherer add the resource in its subcategory. So far so good, but now while i m developing the productsManager Component ( this component keep track of all cities economies in the game, and is the data source used to populate the economy panel i show you few post above) i got a design dilemma, maybe you guys can give me your opinion. this the situation: the gatherer ( i m planning to use just slave for all gathering task ) work, let s say in a grain farm ( as a slave is himself property of a grain farmer, who own the farm , the slaves and all resources collected) , collect the grain resource (subType of Food ), every 10 grain collected he go to drop in the civ center or in the farm stead .. (1st concept i feel not sure, should we instead have farms that can stock their own production? ) .. all the grain is being added in the player resource counter and is available to be used by the player (2nd concept i feel not sure, should we instead as a player buy the resources from the farmer just when needed ? ) every resource collected and dropped by the slave , the farmer will gain some coin, so as a player we can use or resell that resource to every other producers or trader who need it , earning money from it. what you guys think? i m confuse because i want it realistic and historically correct but also simple and functional as a game .
    1 point
  20. Your post is now visible again. Sorry for the inconvenience and you had to encounter that guy.
    1 point
  21. There are also two old AIs on GitHub. One is by @agentx https://github.com/agentx-cgn/Hannibal and the other is way holder and written in Haxe https://github.com/lexoyo/split-bot You can also get in touch with There is also (I'm not sure exactly what that is) https://github.com/0ad4ai Then you could try implementing openai for it And finally you could get in touch with those students who tried to make a Python AI You can separate Petra from the public mod. However it is deeply linked to the engine because it chats directly with it. So it might be a bit weird to do so because it's part of the main game. I believe a lot more people play against IA than in multiplayer.
    1 point
  22. My original question still stands. What message does it send to simply ignore this user. I know you shouldn't feed the trolls, but he has a platform in the lobby, and a platform in the forum. You need to shut him down, not the actual discussion about this kind of behaviour.
    1 point
  23. It seems that this topic drifted away from the original purpose to what seems to be arguing about religion in a disrespectful manner. I'm not saying that Gurken is at much fault here at all, but I find that what has needed to be said has been said, and what is now being posted is only damaging for the community. Does anyone else think that this topic should be locked?
    1 point
  24. Thanks @elexis and @(-_-). Your replies are really helpful. I think I have a good long-term plan set up now. Will start by checking small fixes/patches like ones provided above experimenting their effect on game-play, to get accustomed with the code base and development cycle. Hopefully afterwards I will move into more advanced issues like short-range pathfinder and ultimately developing a new AI if that's aligned with the project's plans which would be a great experience for me.
    1 point
  25. First of all, congratulations on the excellent 3D modeling work. You really are an artist! However, let me also say that in the case of textures, the buildings seem to be ... I do not know if I can explain it well ... but they seem to be "too brand new" ... the buildings appear "not to fit" in the scenario... Maybe it's the colors, maybe they lack a bit of "dirt" on the walls or in the areas near the floor, more color variations... Regards, Sturm
    1 point
  26. Screenshots of whats new with the mod development.
    1 point
  27. Screenshots can be faked, replays don't contain the information if someone was banned or disconnected, aside watching replays is tedious. When confronting people who were reported, it usually becomes clear after few sentences whether the player participates in good faith. If he doesn't he will usually provide ample reason to be moderated. I think the proposal was that the community give a reputation to players, similar like buyers on amazon or ebay can leave comments about the quality of the ones offering products. It wouldn't affect the rating score, but indicate to players whether the players are toxic or welcoming. Perhaps players find a way to use that system against each other too though.
    1 point
  28. You must be really flexible to have your hand reach around like that And yes, I would give everyone negative ratings anyway. For various reasons, all rational and well-founded. Of course
    1 point
  29. For Delenda Est, I blended these units into DE's proprietary mercenary system (accessible to players via capturable "Mercenary Camps"), and then used the Stoa as a special starting structure for the Greek civs.
    1 point
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