Leaderboard
Popular Content
Showing content with the highest reputation on 2023-01-28 in all areas
-
Per Latest supported Visual C++ Redistributable downloads | Microsoft Learn at least, platform toolset v143 (from VS2022) is still compatible with Windows Vista and newer, and per Which SDK do I need to ensure Windows 7 compatibility in Visual Studio C++ 2017 - Stack Overflow, the Windows 10 SDK can still build apps for Windows 7 given the right compiler flags - so it at least sounds like an appropriately motivated individual could upgrade the code / build system without losing compatibility (and unblock use of newer language features).2 points
-
Hi @vladolf1984. Welcome to 0ad fourms and 0ad. We already have some of these features available in the game. Sandbox AI: You can change the AI difficulty level to Sandbox. Online: You can join the lobby (in menu go to multiplayer than lobby) and play with other online players. Campaign: This is work in progress, but you should try scenario maps. Example Death canon map. Construction: For this allow cheat in the game and use cheat code "gift from the gods". This will give 100k resources (food, wood, metal, stones). All buildings will be unlocked and they will build instantly. Enjoiy!...2 points
-
Hello everyone, LINK: https://gitlab.com/0ad/0ad-community-mod-a26 Following recent & less recent discussions on the forum, the team has a proposal on how to improve balancing that seems viable in the short term. This post will explain the 'what' and 'why'. What We will make a copy of the files relevant to balancing (templates, civ data, techs, ...) as of A26's release, and create a new repository on Gitlab. This repository will be bundled as a 'A26 community balance' mod, and regularly signed & uploaded on mod.io by the 0 A.D. team. The mod will also be easily downloadable directly from gitlab. Community members will be granted commit access to this repository, on a voluntary basis, by 0 A.D. team members. This commit access is subject to the expected rules, such as not trying to mess everyone's work and generally behave productively. More generally, the mod will be public and anyone can easily make PRs using GitHub/gitlab's interface, and people with commit access will be able to merge PRs. This mod can then evolve on its own after A26's release, independently of 0 A.D.'s work towards A27. Why We agree with you that balancing is a sore point for 0 A.D. The issue is complex, and the team lacks time to fix it. Previous efforts, such as the balancing PM or the balancing subforum, did not work well enough. Furthermore, we receive a lot of feedback from the community on gameplay and would like to give the community a more hands-on approach. There are far more players than team members, and we hope that having more people with commit access will speed things up. We understand that Phabricator is a little unwieldy. Using a better known tool will also make it easier for people to make changes. We cannot currently give commit access to the whole SVN repo, nor can we easily split the 0 A.D. mod to make balancing its own repository. Making more regular releases seems unrealistic at the moment. Migration to gitlab is also a work in progress. Therefore, we think this is an easy way to make strides forward while not increasing the workload of the team too much. By making it a mod that can easily be downloaded, and that's provided by the 0 A.D. team, we can somewhat ensure that the mod will be played, and thus a better product. This also relieves the team of some of the pressure of balancing the release right away, since we know unbalanced units (which are somewhat inevitably discovered after release) can be fixed. What happens with A27? This balance mod's scope will not follow potential engine changes in A27, and may not be immediately portable when the time to release comes around. Our hope is that, by comparing the mod with A26, the 0 A.D. team can understand the direction that things should go in and port relevant changes in a coherent manner. This will almost necessarily lead to some changes not being ported, or to some work being necessary to do so. To summarise: we'll give you the keys to the car to make A26 a more fun game. By the time A27 comes, we can hopefully use your work (and our own) as a good template for a better game out of the box. If this experiment is a success, we may reproduce it after A27, but time will tell. --- The repository will be shared around the A26 actual release, to make sure the files are indeed those from A26. In the meantime, feel free to share feedback on the idea and indicate what you'd consider a fitting role for yourself.1 point
-
You could make this game two or three modes, strategy, construction and sandbox. Of course, it's a matter of time. But distinguished by the fact that the first civilizations in one game in all modes. A total of five modes: Campaign, online, construction and sandbox. I liked the game very much, very authentic and even just addictive with its first application, strategy. Such a free project is even better than the well-known similar games.1 point
-
I spent last 2 of my evening on the implementing of the addition light system in the pyrogenesis to find implementing bottlenecks for new objects. And I found some places, but that's not the topic. How additional lighting system looks: Fully dynamic lighting. And all light sources can be attached as props (i.e. to bones): "May the Light be with you..." But what restrictions do we have? We have 2 main: The lights can't throw shadows, because performance (we can implement it, but only few powerful videocards can handle it). There can't be many light sources in one place (at least for low videocards and since we don't support deferred rendering). Because shaders have own restrictions, particularly uniform sizes. But probably it's not the real problem. So I have a question: do we need additional light sources in near releases? Would it be real useful? P.S. I found strange normal values for some model, it should be investigated (probably the shader problem).1 point
-
1 point
-
May I bump this to ask if any progress has been made since last time? Alpha 26 was released recently: A27 is about to be upgraded from OpenGL and feature a Vulkan backend. Given the new renderer, is the way paved for allowing buildings / units / map decorations to correctly have their own lights? I feel the lack of custom light sources is the biggest relevant limitation still left in Pyrogenesis.1 point
-
Indeed, he does have about 20 multiple accounts. Cronilius, el_gallo_desplamando etc from which he harvest ratings to his main account.1 point
-
Its not as fun to play the game at 1 fps as it is 30 because units dont respond as well, the game slows down and it becomes harder 'do things such as queue up the right unit, pan the screen, or keep your hero alive. Most of the performance issues are caused by the lack of threading and ranged unit queries. There has been a multi pronged effort to improve performance this upcoming alpha however, with engine upgrades, better drivers, and some other code optimization I don't know much about.1 point
-
hey guys, here's a match with a weird twist of events at the end that ima not spoil in the description, hope u enjoy! again sorry for the poor audio, bout 8 vids remaining til it starts to improve lol ———— send me ur replays to make videos of, so u dont have to keep only seeing my unskilled ass playing basic af matches hahahaha: zephyramethyst1@gmail.com commands.txt1 point
-
This is a touchy subject at the moment, but I have a suggestion (in addition to player mute) that might help. In the settings, one can select "only buddies" are allowed to join a game late to spectate. There could be another player status called "blocked" which both mutes the player for you in the lobby but also forbids them from joining games you host.1 point
-
This is true, the real solution is to completely silence the hate speech, but my point is it would be nice to allow players some control. Just something like the opposite of "mark as buddy" A blocklist is better here, because one would have to "allow" a lot of players, while you might only need to block one or two bad actors. Also we should encourage inclusion of new players to team games and 1v1s, and I'm afraid that an "allow" list for game setup would exclude new players.1 point
-
Hi! First off, i am new here and have stumbled upon this game only a week ago, so i am begging your pardon if it is the wrong place for a bug report. Well - great mod! I have just installed it and tried the Carolingians. Nice game design for that fraction and tech tree, from what i can tell. But it gives me an error when i create a caro stone gate. It says: "Model art/meshes/structural/caro_wall_gate_door is boned with unboned animation. It sounds like a minor issue to me, i do not know much about animation and models. But after this occurred, i wanted to report it to you real quick. Anyways, this modding stuff looks amazing so far. I have been modding skyrim for quite a while, and maybe this game is god's invitation to expand my skills and take a deeper look. Let's see, will dive into this in the following weeks. Have a nice day folks!1 point
-
I don't think that ignoring a user solves the problem, because bullying is a "performance art" that is connected with an audience. A solution is to silence the bully, which eliminates the audience. In fact, ignoring a bully removes one's ability to try to defend onself against a bully, or at least maintain situational awareness. Speaking of which, bullying doesn't happen in a vacuum. There are supporters who are not as visible, but laughing at the bully's jokes is a form of support. So is bullying a person back. Let's please check ourselves for this type of support for bullying and discontinue it. In addition, let's add mute functionality and allowlist (aka invite-only) functionality to the game.1 point
-
@real_tabasco_sauceBy "mute" do you mean ignore, or do you mean silence for every possible message recipient? "mute" to me means the latter (silence the user totally). Anyone who wants to apply the patch to alpha26, please talk to me on IRC and I'll send a backported patch as well as instructions on how to apply and build it. You need to have a build environment setup first, but not with SVN. Instead, use the source code for the stable release of alpha 26.1 point
-
1 point
-
1 point
-
1 point
-
Cheers, this player is handicapped, he can only communicate in this way, it is his way of existing and of inviting you to play as he would like to play in your place. We have to accept it and be handicapped friendly.1 point
-
The biggest problem of balancing is that everyone says that the team needs to change this and that. It is like waiting for the bus to arrive while not realizing that you are the bus driver of your own life. Very little people actually realize that everyone has the power to do so. I think that attitude needs to change and this proposal can help with that.1 point
-
Can't believe something as amazing as those screenshots was done, yet the project seems to have dropped dead for almost 3 years. May we please ask for an update on this? Is there still no way to integrate the code in a proper way so this can make it into the original engine? I was just wondering about things like additional building lights and glowing windows in another thread:1 point