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  1. version 1.0.0 Upgrade to alpha 24 Notice 1: Remove all old autociv settings & hotkeys from user.cfg before migrations. Notice 2: Some hotkeys might not work, some chat commands might be bugged. Removed Map browser - We now have an official one ! Hotkey editor/viewer - We now have an official one Snap to edge - No need for backport anymore yay FXAA, sharpening effect - We now have an official FXAA, MSAA and CAS !
    6 points
  2. If people need a little more guidance on how to convert their maps from a23 to a24 on windows: click start, type "cmd" type "python3" inside the command prompt and hit enter, it will open the microsoft app store directing you to the python app. Download and install that. Go to the directory where your skirmish map is. Put the file @andy5995 provided in there. Click the directory bar Type cmd and hit enter copy the following line and paste it inside the command prompt (including the dot at the end): python3 0ad-map-upgrade-20210222-01.py 7 . Done. Now you can open up your map again.
    3 points
  3. I've noticed too that when editing the xml directly and removing the civ names, everything is fine. Then I open it in Atlas, make no changes, and click save. The civ names return.
    2 points
  4. Not only that, but in Atlas you can uncheck the civs and save the map, but Atlas bugs and assigns default civs anyway. Quite annoying. Yeah, I've had to do this as well.
    2 points
  5. Rejoin is not the same as late join if you want them to not come back, use /ban instead of /kick that should solve it.
    2 points
  6. Some issues and stuff: 1) Spectators are able to rejoin a game even if late observer joins are disabled. Basically, an observer who was kicked from a match can rejoin despite him theoretically not being allowed to by the setting. I didn't test if an observer who simply left a match is able to rejoin despite late joins being disabled. 2) On normal buildings you can set the garrison point to inside of the building, so the trained units are instantly garrisoned. This is not possible on warships, which means that Persian and Athenian ships which train units must find a shoreline for the units to spawn and then manually garrison them. 3) I'm not currently a big fan of the outpost changes. The garrisoned unit being vulnerable feels weird and with how little vision bonus the outpost provides it's better to just patrol the unit. If this is kept the vision bonus should be increased from 20 to atleast 40+, though I'd rather go back to how the outposts used to work and maybe make them a slight bit weaker hp wise. 4) Unit rotation times have an unintended consequence that reduces incentive for early aggression. So, while food gather rates remain about the same wood gather rate is considerably slowed down, which leads to players creating far fewer farms and also requiring fewer units gathering extra berries. That makes it much more difficult to find value in an early rush as the woodline will be more reinforced and the smaller food economy is easier to protect with the Civic center or house garrisoning. (Not sure what's the best way to go about this one) Also some things I think are important to become part of the base game in A25. 1) Building creation and selection hotkeys. The groundwork has already been done with the hotkey editor and these are probably the most important hotkeys for any RTS game to have. 2) Specific unit training hotkeys. Currently which unit you train with the hotkeys is tied to their order in the selected buildings. It'd be great if we were able to set a specific hotkey to each unit. So a citizen skirmisher will always be trained with the same hotkey no matter whether he is first in the selection or last. That's about all that came to my head at this moment.
    2 points
  7. I have been working on the scripting of it, but there was quite a lot to cover. Have had to briefly switch focus to finding out how A24 works for the moment. But Delebda Est is still likely to be my next mods video
    2 points
  8. What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Mod maintainers/developers @Seleucids Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.27.0 Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv
    1 point
  9. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! grapejuice_r12_a26.zipgrapejuice_r12_a26.pyromod
    1 point
  10. Is there a plan to reduce lag in future version of 0 A.D.? In my opinion lag has increased in last 3 version of 0 A.D. .
    1 point
  11. A quick look at this post showed there were 92 gameplay-tweaking commits in 2020 and 79 in 2021. But yeah, two-and-a-half years of development doesn't mean two-and-a-half years of extensive testing.
    1 point
  12. (I have to say that balancing is mostly changed only in the last month before Feature Freeze or so.) [Edit]: 2.5 years
    1 point
  13. Variation in tech trees? They either block out some paths or they don't. There's no actual thought given to it. They essentially used an rng to decide what gets what. Except for britons being similar to gauls, there isn't much similarity to civs, all play differently. AOE is a great strategy game. No doubt about that. However, civs aren't unique, not as much as 0AD. And I only pointed out the non-uniqueness of civs in aoe, nothing else. You aren't countering my statement, you're just stating another fact. Also, if the pilums were used as one time throws, it doesn't make it a primary. Considering the sword is used for pretty much the entire battle. Heck, I didn't even say that the spear was used more than the sword , quite the opposite tbf. I said " gameplay > realism " . Spearmen aren't totally ineffective, just lesser effective . Spearmen being too effective would render siege useless. And then we can all make a thread called " ArE wE oKaY wItH hOw SpEaRmEn WoRk?". There are just so many things in the game that aren't realistic. Why don't we all make threads for those too? My first post was quite polite, he acted unnecessarily hostile. And the balancing team is comprised of borg, ValihrAnt, etc. Basically the top 1% (in terms of skill) of the community. They can mistakes too, obviously. But considering a24 took 1.5 years to come out, that is very unlikely. Rigorous testing, loophole fishing, you name it the units have undergone all. Like I said, gameplay over realism. Fine tuning units is barely an objective. This thread is meant to solve a problem that doesn't exist. Many things in 0AD are unrealistic, but we don't have threads for that. Reason? It's a strategy game, not a grow your empire and kill the bad guys simulator. Even chess, possibly the most know strategy game doesn't make real life sense. Why can a pawn only move forward? Why does the knight move like that ?, etc. etc. cheers , facts
    1 point
  14. If a civ has been set for a player inside Atlas you cannot change them ingame at the gamesetup. As if it were a scenario map even though it's a skirmish map.
    1 point
  15. That was D3097. I've now updated the previous post. I'm not sure what you mean.
    1 point
  16. I noticed this too. I simply deleted them in the xml file and then you can change settings again @ game setup. Same story for teams, cant be changed either unless deleted in xml. "PlayerData": [ { }, { }, { }, { }, { }, { }, { }, { } ],
    1 point
  17. Having a texture set, or before having one, you mean? I can't imagine it will be problematic at all to have five texture input nodes, split their channels, and do the exact same math the shader does, using math nodes. I don't understand; adding albums and shaders is like adding apples and bananas. I don't know how 0ad organizes its textures and materials presently; it may be that the second UV is being used ONLY for ambient occlusion, and that every model creates its own materials from scratch. It's inefficient, but if people want to continue to do so, this shader will support their modus operandi; it will not prevent it. I wouldn't mind having a discussion on textures and materials organization. And there are no hard and fast rules; each game has its own predicaments to deal with. Ultimately, you are after two things: Minimizing texturing work-load, and minimizing video-memory use. And there are secondary goals, such as minimizing texture units, minimizing context switches, minimizing texture loads and unloads ... How to best serve these goals is a question with a million answers. I suppose one solution I would look into is a per-faction materials library-texture. This would be a Material Textures set (albedo.dds and optics.dds), say 4096 x 4096 divided into typically 8 x 8 = 64 regions, that about one quarter of it is pure materials, another quarter is factional doodads like standards, flags, paintings or hieroglyphs, another quarter is actual faction-specific art such as buildings and ships, and the last quarter is room for future additions. This would take up a bit of room in the videocard, but has the advantage of avoiding loading and unloading many textures. Eventually it would grow quite efficient due to reuse of parts of the texture. In fact, pure materials, such as metals, don't need anywhere near 512x512 space; being featurless, pure materials have no pixelation concerns, so if you have an item that is made of pure metal you can minimize its UV island into a tiny metal square. Same goes for any pure material. How an artist would work with this is, suppose you are about to begin work on a new, flying medical building for the Nephiim; so you get a copy of the big Nephilim album texture, together with a slot for your custom things, say the upper right corner. You can unwrap your model any way you want, but you can only add or modify textures in your assigned 512 x 512 lot. So you see what's already in the album that parts of your medical center can use, and unwrap islands to those locations, and for things you need custom texturing you put them in your private lot. Of course, you are working at the artist level texture set, probably at 2048, but each time you modify and want to test, you run a little app that takes your textures and packs them into your slot of the album. However, your copy of the album is for testing purposes only; the master texture is kept safe in the art repository. Once you are done, you submit your model and the artist texture set at 2048, (as well as the second UV textures having the AO, emit and normalmap bakes, and zones), and the maintainer uses a similar little app to convert your textures and add them to the high quality master album, and produces a new scaled and compressed nephilim_albedo.dds and nephilim_optics.dds for the game repo. This would be my solution; but like I said, the shader won't insist that it be done this way. EDIT: Quite importantly, there needs to be a standard set for an exact scaling, i.e., for how many texels per yard are there in the final compressed texture. Well not exact exact, as a surface can be spherical and refuse to flatten out nicely; but none of that scale-by-eye should be permitted, as changes in the texture scaling across units is quite noticeable and quite odd-looking (except for items made of a pure material). So, if it is a texel per inch or 50 texels per yard, but the number has to be agreed and adhered to across all assets, including terrains. The second UV set, for the bakings, can have a considerably smaller pitch, say 20 texels per yard, but it should also be standardized. (Sky boxes all have to be 1024, as I discovered about 10 posts ago in this thread.)
    1 point
  18. Heros1. "Touman"; ---------------------------- ----- (Tūmān)2. "Modu”; ------------------------------------ (Mòdún)3. "Laoshang"; -------------------------------- (Jiyu) This information about the Xiongnu (Duileoga) could be applied to this next release. I am willing to help. Alem has ideas about that.
    1 point
  19. Does the laptop where it lags have screen scaling ? Eg a 125*% zoom on windows. If so you need to disable scaling foe 0 A.D. by editing properties or disable it entirey
    1 point
  20. The installation for the pyromod file under macOS now works the same as under Windows&Linux for A24. This was not the case for A23b. Thank you for updating your mod so quickly. Little problem when typing /help (Maybe I should invest in a bigger screen)
    1 point
  21. Yoda - Jedi Master Yoghurt - a food produced from the bacterial fermentation of milk Yogi - an anthropomorphic cartoon bear. Who liked picnic baskets. Yellow Bile - a humor believed in medieval physiology to be secreted by the liver and to cause irascibility Yellow Fever - an acute viral haemorrhagic disease transmitted by infected mosquitoes. Yellow Weather Warning - Lowest level of warning for extreme weather conditions, below amber and red. Usually means there will be flooding in parts of Wales. Yowsers - a slang amalgamation of 'yikes' and 'wowsers!' Popularised by the cartoon series, Scooby Doo. Yowsers, I just made a mess of my trousers - someone exclaiming in reaction to a recent unexpected/scary event that they may have soiled themselves as a result*
    1 point
  22. Hi, I am maintainer of mozjs78 in Fedora. Can you add a patch to that ticket? Or provide a link to that patch if it's somewhere in 0ad's repo? I'll happily include a patch for this in Fedora package. Thanks!
    1 point
  23. You should have a look at the patches that broke your maps, they have sed scripts to fix things: https://code.wildfiregames.com/D1009 https://code.wildfiregames.com/D1010 https://code.wildfiregames.com/D2234 https://code.wildfiregames.com/D2254 https://code.wildfiregames.com/D2774 https://code.wildfiregames.com/D3012 https://code.wildfiregames.com/D3097 Furthermore, you need to replace {civ}_* with {civ}/* (for structures and units). https://code.wildfiregames.com/P225 was used for that, though that script does more than you need, so it's probably better to write a sed script for that (there are only 13 civs). [EDIT] Here you go: [EDIT] There are probably some other things I forgot.
    1 point
  24. In "real life", slingers would have large ammo capacity, longer ranges, and much deadlier ammo against un-armoured troops, but I think they'd be far less efficient against shields. Pilum and javelins are few, short-ranged, but you don't stop one. Yeah that's my bad, UI isn't great there. I think players will find out via osmosis. --- Overall I think archers & can archers remain definitely a bit OP. Elephants are strong if left unchecked, particularly since unlike rams they can't be killed by women, so you need real units. ---- No idea about the house hotkey.
    1 point
  25. No, there isn't, the gui scale scales the entire interface. As for why the icons are smaller than they used to be, this was necessary because some civs have more structures than could be displayed with the old 3×8=24 icons in the right selection panel (and it also improves mod support). People manage to find play0ad.com and download the game from there, so if they encounter problems, that would be a place to start looking. Actually there is a patch for that: https://code.wildfiregames.com/D3037 However, for other questions a FAQ is still useful, e.g.: Why is 0 A.D. still an alpha? When will be the next release? Where do the screenshots go? Yes, proper font rendering (e.g. with pango) would be great to have. It would also remove the need to bundle Chinese etc. in separate mods.
    1 point
  26. Thanks for the mod and the help. Fantastic! Now I can finally be pro and beat Boudicca! I love late game, so I'm psyched to micro all the time with auto production on. General mod question: Is there a way to raise an alert for only selected women?
    1 point
  27. Wanna wish nice christmas to 0 a.d. community, programmers and artists. Thx to @Stan he is helping other players in forum everyday and other programmers / modders because their amazing work for spend much time in this game. Artists @LordGood @wackyserious @Alexandermb(hope he will have better internet some day) and @OmriLahav make the game look amazing. I am hoping that @Lion.Kanzen and @Sundiata will come back soon. Keep healthy
    1 point
  28. @stanislas69 Because reShade is open source, I think the 0 A.D. development team can incorporate its anti-aliasing SMAA code into the 0 A.D.
    1 point
  29. i have Wifi "router Nucom R5000 UNV2" i want open the port for 0AD but i don't know how i can do it???? or the best is an ARP Poisoniong on my network and enable ports with Iptables??? how i can open Ports for 0AD on router, or in computer
    0 points
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