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  1. These patches are related, so I bundled them in a mod: walls_a24.zip So people can try them out easier. This mod requires the svn development version (A24), mind, not the latest (A23) or earlier stable releases. It allows things like this:
    3 points
  2. Could a status effect, say from skirmisher javelins, reduce loyalty of a unit down to 0 and make them go Gaia? Applicable to elephants, chariots, and potentially other units.
    2 points
  3. Not honoring this request within 30 days is literally illegal per GDPR laws. A full name is personal data and the subject is within his right to erase it. The nickname is also identifiable information and he is within right to rectify it. "[information must be provided to the individual without delay, and at the latest, within one month of receipt of the request.]" Meaning that Wildfire Games is already in violation of EU GDPR since this request was filed early May. Honestly very disappointing that this was not taken care of.
    2 points
  4. Week 1 - Centurions vs Team French
    2 points
  5. Note, I'm using SDL2-2.0.12 and the following commit could probably explain why game, unlike editor, running in 1:1 mode: https://hg.libsdl.org/SDL/rev/46b094f7d20e i.e. SDL overrides default behavior and the application treated as non hidpi compatible and running in 1:1 mode by default. I should probably give it a go with SDL2-2.0.5
    2 points
  6. Yup, he did one. For the moment I think it is enough. The Britons should be the next to need attention, not the Gauls.
    2 points
  7. Hello Everyone, The First 1v1 Tournament was a Instant Success. I've decided to make this a monthly Series Called 1v1 Double Elimination Tournaments or 1v1 DETs for short. We Will accept Registrations Via the Forum and from Challonge as well. So without Further a Do Let me get into the Rules, and FAQ about the Tournament! F.A.Q. Q: When is the Tournament? A: On June 20th, and will be postponed if need be. Q: How do I register for the Tournament? A: Go ahead to our Registration Page and Go ahead and Register, Alternatively you can Just reply on the Forums That you want to participate along side your In Game Name (IGN) and I'll Pop a message to you on the Forums. Q: Do I have to Check in for the Tournament? A: Yes, Check in Starts 2 days before the Tournament. (June 18th) Q: If I want to Leave the Tournament before it starts can I do so? A: Yes, you can! If you registered on Challonge you can simply go here - https://challonge.com/0ad/participant_settings and Click "Unregister" Q: What is it a Best of A: The Tournament is a Best of 3 For All matches Q: What Maps are being Played? A: We decided on Doing Mainland as it is a basic Map Q: What is the Map Size? A: Games will be played on the Small Map Size Q: If I want to contact me about something how should I? A: Respond to this post or email me at: derekowumi@gmail.com That Wraps up the FAQ Now the Rules and Game settings etc. Games' Setting: Population Limit: 300 Starting Resources: Low Mode: Conquest Spies: Allowed Treasure - On Explored Map: Off Revealed Map: Off Cheats: Disabled Game Speed: Normal (x1) Ceasefire: None Spectators: Allowed Tournament Rules: Recordings: Send Files to me via Email - derekowumi@gmail.com or Reply to this Post Play-style: Best of 3 1v1 Double Elimination (Losers and Winners Bracket) All Civilizations allowed Map used - Mainland Player Ethics: Do not be rude Do not pause the game before loosing Do not Pause the game without asking for permission from your enemy and the host If any of these rules are broken you may be kicked or banned from the tournament completely If you're in any way interested feel free to register with any of the ways given. Wish you the best of luck in competing!
    1 point
  8. 0 A.D. Development Report: September 2019 – May 2020 Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are currently looking for Programmers, Translators, Historians, MapMakers, Animators and Artistsa. *names written in bold black are Wildfire Games staff and names written in bold grey are community members Summary Programming We have been working on improvements on performance, both graphical and non-graphical, to make the next Alpha run more smoothly. The map editor will no longer be laggy (creation should not be hindered!) when changing the height. You can also now search the entities in a non-strict manner, e.g. “units ptol hlr” would show “units/ptol_support_healer_a” in the list. Art Greeks, Iberians, Celts, Romans, and Carthaginians have received visual updates, with better helmets, shields, and props. Flora has also been improved with better trees, and more variety in plants and props that can be placed over the maps in the scenario editor. The bear and the baby elephants now have animations, and hippopotamuses can now be placed using the scenario editor. Special artillery towers have been added to the game, as well as a new Gaul wonder and the Mausoleum at Halicarnassus. New sounds for weapons and for some animals have been committed. Balancing Work has been done towards improving gameplay to fix the current balancing issues with the help of some of the best ranked lobby players and some modders. Internationalization 17 languages have reached more than 90% of translation. Programming The whole team would like to welcome Angen as a new member. Angen has been an external contributor since the beginning of 2018 and has done a lot of work towards unit behaviour improvements. He is currently working on improvements on the formation system along with general unit behavior improvements. Angen added the ability to allow cancelling trade routes. He committed some fixes for formations. He implemented the ability to display tools instead of weapons when units are approaching resources. He made the trade gain by garrisoned entities configurable which will allow for a finer balancing a75397425a3774fd.mp4 bb has also been working on various smaller code fixes with the goal to improve consistency and to make unit templates cleaner and he fixed the lag that appears on windows when shift is pressed. elexis committed a patch allowing for map specific placement in the GUI game setup page, continued working on the GUI rewrite and fixed some bugs. He implemented game-setup options for landscape and daytime and added morepreviously uncredited people to the credits. FeXoR and nani have been working on the procedural generation of maps, to allow for more realistic maps. Freagarach made it possible for the same entity in multiple control groups (ctrl + number hotkeys). He allowed for status effects to affect unit speed (e.g. slowing down a unit when hit) this will be particularly useful for mods with magic. He also added a progress bar to show the upgrade status. Mods can now make projectiles deal friendly fire. This is currently unused in the game. He also allowed for some resources to not be barterable in the market, this will also be used in mods such as 0abc (link) and Delenda Est (link) upgrade-animations-and-progress-bar.mp4 Imarok fixed an error warning with AMD CPUs, fixed the display of actions cursors over the minimap and the usage of the patrol action, and did some cleanup in the minimap code. Itms worked on some improvements to the continuous integration system. He also did some library updates for NVTT (NVIDIA Texture Tools), the library we use for our textures, with the help of adrian and s0600204 on a library called FMT (This library is used to print warnings and errors). He also worked on build fixes for Mac OS. Krinkle worked on fixing JavaScript warnings, and submitted a few fixes for MacOS support, as well as some to improve the game’s CI. linkmauve did some cleanup of the rendering engine, by removing old platform specific code which was either deprecated or superseded by SDL2, and worked towards improving multithreaded debugging. Nescio has done a lot toward improving consistency in our files, renaming them to match the same conventions, and making them easier to deal with by simplifying some of them. For example all our map files had inconsistent naming conventions, and the presence of whitespaces in their name caused issues. Stan has created a feature for mods to allow buildings to construct themselves without the need of units. He made some optimizations to the engine, and did some cleaning up of the code. He also improved the scripts that help artists check for mistakes, and made a Blender importer for game objects, reducing the amount of work it requires. He also added the ability to play visual animations when a building is upgrading, and when a tech is being researched. He is currently working with the help of OptimusShepard to fix an issue with recent AMD CPUs. If you have Zen 2 CPU and want to help please head to this forum thread and tell us. Autobuildable video (3D Printing house) Researching animations user1 and Dunedan are working on upgrading the lobby backend to be able to provide new features for the next Alphas. vladislavbelov continued working on the rendering engine to bring improved performance and visuals. The next alpha will feature a FXAA filter, allowing models to look less jagged. He also worked on better tools to debug the renderer and easier access to those through the game. He added an option to use low quality shadows on more modest machines. He also worked on the map editor, allowing it to save the panel size between each session so one does not have to resize them every time, and a non-strict search to the Atlas entity list. He is currently working with Stan to add an option to resize the map with a specific offset. Snapping (1).mp4 Snapping to buildings (video) Screenshots with/without FXAA wraitii has worked on improving the engine, cleaning the code to make it easier to extend and to optimize. He has also been reviewing patches from Freagarach with aim to add gameplay features, such as status effects. Status effects will allow units to deal more realistic damage to others. For instance, it will allow flaming arrows to keep dealing burning damage after a unit has been hit. status-effect-test2.mp4 Art Alexandermb added a Transversal Crested gallic centurion helmet, sheaths, new idle relax animations for the hoplite, and scutum shields. He also made some citizen animations for the slave and siege engine operators. Likewise, there are some new Gaul idles for swordsman and new pikeman attacking animations, new Roman republican and imperial shields, gladiator helmets, Celtic Carnyx, while he finished the bear animations, hippopotamus animations, worked on improving camel animations and gave more options to modders, new animations for siege engines and improved existing ones. He worked on improving the shield textures, allowed elephant turrets to attack by giving them an attack animation, and animated the baby elephant. 5253d395bfdc8c4e.mp4 Bigtiger has worked on some gorgeous new elm trees, new poplar trees and improved the flora LordGood added new Ptolemaic houses, committed Enrique's pines, artillery towers, new unit sounds, Hungarian oaks, bolt tower and amphitheater, updated Ptolemaic sentry tower and added a new obelisk. He has worked on a few beautiful maps and provided screenshots for advertising on social media. Artillery Towers Hungarian oaks Pompeii amphitheatre for Romans in scenario editor New Ptolemaic houses Sahyadri Buttes, a new 5 player Skirmish map Atlas Valleys is a large 8 player skirmish map Samulis created new cattle sounds. Stan added an orange firefly particle and committed new improved berry bushes by BigTiger. He updated outdated icons and cavalry icons to use the new horse assets. There are now new lavender, new bluefin tuna textures and animations. Lately he has developed new icons for the unit actions and for status effects. He created three textures and icons for bears (polar, black, brown), made two hippopotamuses textures and created a model for the Mausoleum at Halicarnassus. He also replaced the current Gaul wonder by a more historically accurate one: the sanctuary of Corent. Sanctuary of Corent Fireflies raw2.mp4 bear Mausoleum at Halicarnassus Hippopotamus wackyserious improved textures for Greeks, Iberians, Romans, and Carthaginians. Judean slinger Iberian Spearmen Roman Advanced Cavalry Cretan Archer Iphicrates Roman TRIARII wowgetoffyourcellphone made some Corinthian helmet portraits, worked on some animals portraits and has given feedback on gameplay and icons and has made some of the screenshots in this development report. Miscellaneous Balancing Nescio worked with Stockfish, Badosu, ValirAnt, FeldFeld, and borg- to get some gameplay balancing patches, which were committed by other members. Documentation Beau fixed some mistakes in the documentation.² Beise is currently translating the wiki from English to German. Nescio has also been updating the English style guide, corrected many templates for consistency, and standardized hero aura descriptions and generalised tooltips. Finances Jeru made a new financial report and submitted a development report to SPI our financial sponsor. Thank everyone for all the donations. You can see more information about supporting us financially here: https://play0ad.com/community/donate/. Lobby user1 and elexis continue their work moderating in the multiplayer lobby. user1 created a a special thread on the forums to report all issues regarding the lobby. Interviews Freagarach gave a presentation at Sogyo Stan gave an interview for the Waffling Taylors podcast (https://wafflingtaylors.rocks/). The podcast should be available in June. He gave an interview with Picasoft (in French - you can find an English transcript here). Picasoft is an association at the UTC (a French school) you can read more about it here. He also gave a presentation at Avanade He also held a stand at the Capitole Du Libre in November 2019. You can find a summary here vladislavbelov did a presentation in FOSDEM 2020 about graphics pipelines in 0AD. See this thread for more information. Translations 16 languages have reached more than 90% of translation. If you want to help with your native language head over to Transifex. Gallaecio has been improving and correcting the English descriptions in-game with the help of Nescio Tournaments There has been quite a lot of activity on the competitive side! Most of the replays are available on the forums, so you can see some of the best players in action. derekO organized “double elimination” a tournament fpre organized a “survival” tournament HMS-Surprise organized the Sunday pro games tournament 1v1 commentated between 17/01/2019 and 24/11/2019. This was a competitive community event with very nice graphic designs! marcusAureliu#s organized a tournament rain_ironwolf organized a Hyrule Conquest tournament Stockfish also organized a multiplayer 0 A.D. tournament called the Primus Pilus tournament from 30/03/2020 to 29/04/2020. HMS-Surprise eventually took over to finish it. This report was written by asterix with the help of Thorfinn the Shallow Minded, Stan and Sundiata. For more details, please check wiki:Alpha24 and the roadmap. THANK YOU FOR YOUR SUPPORT.
    1 point
  9. How hard would it be to generalise the capture mechanism to allow an attack to give the cp to any player? Sounds like a nice generalisation
    1 point
  10. I guess not, because the capture points will go the attacking player and if they have capture points they are capturable also by different means. So I guess you want something like morale? And an amok state when the morale is too low?
    1 point
  11. I like the idea of your mod! There is sure to be much more American history buried in the jungle.
    1 point
  12. Update ArrayBuffer tests fixed modifying the serializer/deserializer. Fixed UTF test removing U+D800 (high surrogate) unicode character. All tests run, 99% pass. The last failing test is on exception catching. For the moment it can be ignored. Starting to understand why the GUI doesn't show up when launching pyrogenesis Update 2 Fixed GUI with https://code.wildfiregames.com/D2768 Still crashing when changing page. (see below for test screenshots) (see below for gui screenshots)
    1 point
  13. @Sturm Hi, As @Stan` pointed out, the main technical point is that SM 68 is the latest ESR version (SM 78 ESR is going to be released at the end of this month) There are some other points: There is at least some documentation for SM 68 (see links in the first post). This helps a lot in understanding the direction that has to be followed to port the code without getting crazy. SM 68 is the latest packaged version of spidermonkey on my linux distribution. Since SM stability depends a lot on compilation flags, I prefer to use something already tested by someone else. Also IMHO there won't be an huge performance difference between version 68 and 76. The main reason to switch, apart from support, is going to be some Javascript feature that could be beneficial to use. I think much more performances are going to be obtained taking advantages of the C++ and Javascript API additions since SM 45. Of course if someone will decide to port 0ad to a version of SM newer than 68 is going to be good and beneficial (like I decided to jump directly to SM 68). It is the beauty of open source . In this regards e.g. Webassembly could be something to be explored to improve performances of pyrogenesis without changing the runtime code (or even making the runtime lighter moving part of the non-IO code, like the IA, the mapgen and the pathfinder, to WASM). This would be very beneficial from the modding/hacking perspective. But this is going to be decided by someone else
    1 point
  14. It does but we follow the ESR releases Which are more stable. The plan was to update to 52 then 62 then 68 but if @Bellaz89 manages to pull this off it's even better. The small incremental updates were to make sure we could track changes in an easy manner.
    1 point
  15. I mean, dancing is lame yeah. Especially if it's just a hero on front and patrol, it's low skills for high reward. You can't just simply spread your fire unless your units are all surrounding the opponent and just moving your units into that position would make you take a lot of fire until then, only solution would be to also dance, which would make it even lamer. Now, dancing without patrol, a little less lame yeah, still super lame. I saw today JC doing dance on a fight against a 3x higher army and he won that one lel. Zig zagging is fine, a little abuse but fine I guess, moving hurt units out of danger, super fine and encouraged. It's hard to solve this problem, there are several (technical) solutions in discussion for a24, 0ad includes ballistics by default (predict unit movement for ranged attacks) which accentuates this problem which will be adjustable, acceleration/deacceleration on direction change, etc. None of which actually seems like a suitable fix at the moment, but apparently this is a high priority fix for a24, hopefully we can get there. By the way, flee instance on hero and a-move has the unintended effect of 'dancing' too, which I have been accused of often, it seems the 'good practice' is stand-ground now.
    1 point
  16. https://www.eluniversal.com.mx/english/major-discovery-oldest-and-largest-maya-structure-mexico-sheds-light-rise-ancient
    1 point
  17. Actually, what is the latest version of Spidermonkey nowadays? Does it follow the same numbering of Firefox? If so, why 68 and not 76/77? - https://en.wikipedia.org/wiki/SpiderMonkey - https://mozilla-spidermonkey.github.io/ Regards, Sturm
    1 point
  18. I've done some more experiments with opengl examples from wxWidgets and it turns out that if we skip glViewport the system will sort it out automagically, i.e. scale factor will be applied and even mouse position will be adjusted transparently, wxWidgets will behave as it would run on any other screen // Renderer.cpp void CRenderer::SetViewport(const SViewPort &vp) { m_Viewport = vp; //glViewport((GLint)vp.m_X,(GLint)vp.m_Y,(GLsizei)vp.m_Width,(GLsizei)vp.m_Height); } I've tried to debug GL_VIEWPORT state with the following snippets int viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); std::printf("m_Viewport %d x %d\n", m_Viewport.m_Width, m_Viewport.m_Height); std::printf("GL_VIEWPORT %d x %d\n", viewport[2], viewport[3]); Here is results: Editor: m_Viewport 734 x 718 GL_VIEWPORT 1468 x 1436 Game: m_Viewport 1440 x 900 (also noticed that every 4th call to SetViewport has strange vp 2048 x 2048, i.e. something in 0ad game code tries to set this) GL_VIEWPORT 1440 x 900 (remains stable, I believe not scaled, probably because some magic in SDL update) Unfortunatelly I didn't find documentation about default behavior for glViewport and when it should or shouldn't be used explicitly.
    1 point
  19. @nani PC. Reinstall did the trick. thx!
    1 point
  20. Indeed not only are there finds of Port helmets in the east, but there was also a find of a eastern style Montefortino in Gaul.
    1 point
  21. Dance is really drama material ... I mean you can't just play 0 A D like any other RTS without being accused of dancing .... Passive hero + nervously spamming Attack move = dancing. Defensive hero => you want it to get around your army but not in front line, you move it out = dancing. micro low health unit out = dancing ... Group your last reinforcement using formation = dancing i've seen a poll saying that players are OK with manual dance, as it's skill and apm, but not ok with autodance/patrol dance. Where is the line between using game features that the devs spend week to make avaliable and cheating ? Who decide if you dance or not ? I wonder if dancing give huge adventage to some civs/strats ? If not, can't we just make a tutorial on how to dance and just allow it ( manual use only ) ?
    1 point
  22. New version. Changes include: Removed Promotion animations Spear cavalry: 6H + 5P / 2s to 4H + 3P / 1.25s, champ and hero spear cav adjusted in same manner. Rams: 0.9 speed to 0.8 and can't attack organic units + fields anymore Allow building Kushite merc camps in neutral territory Mostly made this to play around with some proposed changes in multiplayer more easily. BalanceTestModV7.zip
    1 point
  23. Okay, so. I have my answer if someone else will try to find as well if it's possible, I post it here. It's not possible... It's not allowed as well to create a new account and delete the first one. So Im stuck playing with my name and first name, and it's REALLY a problem for me. I keep the same name on the forum to not disturb visibility of who I am, and that's a problem for me as well. Would be nice to debate a bit about this no ? I understand that it shouldn't be allowed to do it by ourselves (so other players might be fooled), but for some conditions, it should be okay to change our playername. Again, when I signed up, I didn't understood my login was going to be my playername (so, would be cool to say it first, with a BIG : you won't be able to change it). So they will be probably less people annoyed by a situation that I have. As well, why there is an option to change the playername in the settings (which doesn't work obviously). Was it something that worked before and was locked ? Or a future upgrade? I'm really sad about this situation :'(
    1 point
  24. Not related with this but i dont care xd (It won't be in the mod). I couldn't put it in a spoiler
    1 point
  25. I finish the second wave. time to rest. mostly can be used in other shield shapes I guess. Suebian Shields wave 2.rar
    1 point
  26. I think @Itms will agree that we probably should move incrementally anyways, if only to make sure we aren't missing something that will come back and haunt us. The work will likely not be repeated too much regardless.
    0 points
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