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Showing content with the highest reputation on 2022-08-13 in all areas
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Sorry for being not clear. That means you should be able to join the lobby and chat there without the bots. With the bots correctly configured hosting games and having ratings available will work. When registering an account with 0ad not the provided password will be used as actual password of the account, but a hash of it. You can find this hash in the 0ad config file and can use it as password to connect with other XMPP-clients. As @Stan` already mentioned: That message is the topic set for the #arena26 MUC room on the Wildfiregames lobby server, so technically ejabberd is sending it to you. Right now this ejabberd instance is publicly available and everybody can create accounts there and connect to it. I'm not sure if that's intended. I just created an account there and can confirm: registering via 0ad works, login via 0ad doesn't. However login with other XMPP-clients works, which is something I haven't seen before. I did some debugging and figured out what the problem is: When you try to log in using 0ad, 0ad connects indeed successfully to the server, but when it then tries to join the "arena" MUC room it receives an unexpected response, as that room doesn't exist and the user is also not permitted to create it. So creating the "arena" MUC room should get 0ad to work. In case you were also getting "authentication failed" messages in 0ad, that's because 0ad does only seem to the password, when the connection to the lobby was made successfully, which isn't the case right now. Typing in the password again before connecting solves this.2 points
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Hello there! In anticipation of my (also Mediterranean) vacation in Italy I want to publish the last map I mainly built in November to December 2021. As new Aegean textures came out in Alpha 25 the summer a year ago I tried to make some map out of them (I can remember @wowgetoffyourcellphone of wishing my Map "Metropolis" having used the new terrains ). After my maps "The Legend of Avilava" and "Metropolis" (both scenarios) I decided to resort to the Skirmish type of map giving the player more individuality by choosing their own civ. Thus, there are no starting structures / little cities besides the original headquaters each player beginns with. Maybe I'm too generous in the assumption everyone playing 0ad has a proper gaming PC. I just like these huge maps (even beyond "giant" would be great) with gigantic battles and stuff, hence I've decided it's scale being "giant". The map generally is arranged to have a 4 vs 4 setting. Each player starts near his own team; far from enemy players. Relatively the same amount of starting resources near the headquaters accompany each player; every team should have land more or less equally distributed to gain resources from, to build and / or to expand on. Having let some simulations with bots go their way, I've had a lot of fun watching them. Through this I've been able to correct some little flaws and some features that would hinder the game's fluency. It's likely this map isn't perfect or "fine" anyway (others have to say so), thus I imagine that I'll maybe make some further versions. And if others like to do so, you're granted permission to of course. You guys feel free to use this map in which way you want, it's yours! But I think now it's time to show you some screenshots to get a better understanding of what I'm talking about. Best to show you the type of Mediterranean landscape that I love so much (regarding this I sadly live in Austria :D) and which I hope I've been able to properly reconstruct here: Also a look onto the starting positions of each player (screenshot follows player number): (Team 1: Player 1 - Player 4; Team 2: Player 5 - Player 8) Looking back, I'm happy enough with what came out of my conception of a Mediterranean "holyday-like" map. It's too good I'm now starting with feeling it all myself in my vacation in Italy! As for you guys, as I said - The map is all yours. Thank the 0ad programmers for having made this aweseome game and featuring the forum to have the gamers able to communicate and exchange with each other - and to publish self made maps! Cya soon, this Saturday I'm out in Italy now yooooo! Aegean Archipelago.xmlAegean Archipelago.pmp Edit on 13.8.2022: The edited versions should be preferred I hope there are no problems with downloading them? Aegean Archipelago First Edit.pmpAegean Archipelago First Edit.xml (When a number in front of the map file's name occur, you have to delete this part of the file name. For example, after downloading, you may get the files with a certain number, like: "678349583_AegeanArchipelagoFirstEdit.pmp" and "678349583_AegeanArchipelagoFirstEdit.xml" - you have to delete "678349583_" of the file names to be able to play on the map)1 point
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https://play0ad.com/summary-of-the-japan-tours-festival-2022/1 point
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Hi, hope you are doing well. I've been trying to configure multiplayer lobby on my server, but I have some problems. According to the guide of installation of lobby bots here, I've configured ejabberd 22.05(latest) and executed xpartamupp.py and echelon.py scripts. And I've replaced original lobby options such as room name, lobby url, etc according to new lobby server. At this point, I have following problems. - I can register new account to multiplayer lobby, so I can confirm this in ejabberd admin page also. But I can't login with created account in the game. Login dialog keeps saying "connecting..." after the connection is established. Why I think like this is because the account which I used is displayed as online status in ejabberd web admin, but not in the game. In ejabberd log, it also says new connection is opened. - Server returns nothing response. In existing 0 A.D game's multiplayer lobby, it sends response after the player connected to lobby. {"time": 166032701, "historic": false "level": "connected", "type": "system"} {"time": 166032702, "historic": false "level": "subject", "type": "chat", "nick": "user1", "subject": "This is the svn multiplayer lobby,\n\n If you want to play..."} {"time": 166032702, "historic": false "level": "gamelist", "type": "game"} But my server doesn't. It only sens response when the username and password are incorrect or unregister account is used. I guess there is one more component to be installed for proper work of multiplayer lobby on my side. There isn't any postgresql db handler on my model and both source code of game and multiplayer lobby-bots don't contain any one of above strings. Also, the weird thing is that github repo name is just "lobby-bots", not "lobby", which means entire name of system Please let me know how to fix this issue. Thanks in advance for your help!1 point
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Has anyone tried implementing webRTC to change from a server-client model to a peer-to-peer model?1 point
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Thank you! The academic transliteration of Kirnosova for pinyin is now saved!1 point
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You just have to make two shortcuts with -writableRoot. The logs and config will be in two different folders. It also allows you to have it on a usb key.1 point
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I think it's too easy to bypass bans. There should be more strict checks to prevent bypassing.1 point
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In my playing on this map against bots my first expansion as player 1 was on this peninsula via ship. You are usually rather late as player 1 most fighting already took place in other areas. Well, luckily I was the strongest player due to the advantage being the only one not involved in fighting at the beginning. But I was also the one who has to secure and support my team members because they were rather down compared to the opponents (they did some stupid attacks as usual). But I managed to keep the fighting on the border of the peninsula, where my fortification was. Otherwise It might have been critical. But I have no clue what would have happened when player 1 is there from the beginning.1 point
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Hey again ! Thank you for the feedback, I've made the changes. I did swap temple and workshop, but it's good that the buildings speak for themselves nonetheless. I'll tale a break of some days on this to cleance my palate and go back for the second wave. So changelog: New blockouts: Cavalry Stable Archery Range Wall Gate, Wall Section and Wall with Towers. Greathall (new version) Mesh modification: Tower defense as wooden straight base. Scale of houses seems to be an effect of the screenshot, explanation under. Temple was made wider, but I kept the stone circles. It's quite appealing and iconic (if not as accurate) of germanic faith. Also runic stones will be fun to texture. Textures: Added a basic color palette. It's going to help get a feel of the cohesion and help me along the line to map the uv. It may seem to cartoonish/lowpoly stylised but it's a work in progress. The more models/parts I add the more refined this texture will be and then when I'm sure of the final result I will make a uptostandard version via substance. Points of discussion: The workshop has a ram in the concept art. I would very much like to add it, but: I was lazy to get historically accurate references for the type of siege engine of this civ, and I did not find the original mesh of the engine of the celts or gauls. If someone would be so kind to point them to me (references or the mesh). The archery range is a bit empty, and it's the biggest case from the concept art problem. Once modeled to scale they are not as cramped. There is two solutions: add eyecandy in the mesh or bolsterise everything. Note post_render: so I went back to compare and I found that my models are on the realistic scale side. I'll remake them to fit the greater scale of the others civs meshes. The Current work updated: Civic center Houses: To scale with others in engine: Barrack: Great Hall (new '1 floor' version) Tower Defense, version with stone pyramid base and straight wood. The stone version comes from the concept arts of @Obskiuras. Don't know if they were instead meant for late goth civ. Temple ( As I said I kept the stone circle because I like it, but it would be easy to remove if that's the final strong opinion) The walls and gates Workshop (lacking a ram, I still made some wheels. I'm thinking of adding more miscellanious parts to enhance the 'artelier' fell). The stone path for now a mesh, but it will be baked as a decal on the later stages. Stables (horse is for embellishment sake, from a personal model.) ... ok, ignore the wall near the trough, seems to be a mirror mistake. Archery Range The files: suebian_house_wip.rarsueban_buildings_blockout.blend sueban_buildings_blockout.blend1 point