Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2023-05-24 in all areas

  1. Hi everyone, I am trying to get together some gameplay testing for the release candidate so we can make appropriate balance decisions if needed before a27 is released. Also it would be great to see what improvements to 4v4s might be made possible by the hard work the devs have put into performance. below is a whentomeet poll (no password or sign in required) that asks you to fill in your 0ad username and enter the times you could play. https://www.when2meet.com/?20172866-g4yFd Once you have entered the times you can play the RC, you can close the site, no need to hit 'submit' or anything. @MarcusAureliu#s@Stockfish @LetswaveaBook @Player of 0AD @chrstgtr @ValihrAnt
    3 points
  2. Please test the player colors and respectfully suggest any desired changes.
    3 points
  3. Currently it's art controlled. See: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/structures/athenians/barracks.xml#L25 23 <group> 24 <variant name="ungarrisoned" frequency="1"/> 25 <variant name="garrisoned"> 26 <props> 27 <prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned"/> 28 </props> 29 </variant> 30 </group> 31 <group> This group controls the flag that's being displayed (here it's hele for helenistic because all hele civs have the same flag). By default the variant ungarrisoned is selected because it has a frequency of 1 (the other is 0) This is controlled by this code: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/GarrisonHolder.js#L374 365 /** 366 * Updates the garrison flag depending whether something is garrisoned in the entity. 367 */ 368 GarrisonHolder.prototype.UpdateGarrisonFlag = function() 369 { 370 let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); 371 if (!cmpVisual) 372 return; 373 374 cmpVisual.SetVariant("garrison", this.entities.length ? "garrisoned" : "ungarrisoned"); 375 }; As you can see it's an on/off switch, either it's there or it's not. It forces the variant with frequency=0 to be shown. To change this one solution could be to add a lot of variants: 23 <group> 24 <variant name="ungarrisoned" frequency="1"/> 25 <variant name="garrisoned-hele"> 26 <props> 27 <prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned"/> 28 </props> 29 </variant> 30 <variant name="garrisoned-spart"> 31 <props> 32 <prop actor="props/special/common/garrison_flag_spart.xml" attachpoint="garrisoned"/> 33 </props> 34 </variant> 35 </group> ... 36 <group> And changing the code like so: 365 /** 366 * Updates the garrison flag depending whether something is garrisoned in the entity. 367 */ 368 GarrisonHolder.prototype.UpdateGarrisonFlag = function() 369 { 370 let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); 371 if (!cmpVisual) 372 return; 373 const cmpPlayerIdentity = QueryOwnerInterface(this.entity, IID_Identity); 374 cmpVisual.SetVariant("garrison", this.entities.length ? `garrisoned-${cmpPlayerIdentity.GetCiv()}` : "ungarrisoned"); 375 }; The problem is it requires a lot of manual work, it's not really flexible, and once you have a new civ, you're good to update all actors one by one. (You could automate some of it, but still) Another solution would be to make the flag creation the responsibility of the code like it's the case for rally points, which need to be sent over the network. But this has a performance cost, cause creating new entities through AddEntity ain't cheap.
    2 points
  4. @seehYou might find this to be a satisfying solution: HOME=$HOME/0adA27 ./0ad-0.0.27-rc1-27645-alpha-2305191528-x86_64.AppImage Then you'll probably want to copy your existing config into the ~/0adA27/.config folder
    2 points
  5. Imo what 0 A.D. is lacking most is a campaign, and second would be better performance.
    2 points
  6. no meat this time
    1 point
  7. I came across 0 A.D. several years ago and, as an Age of Empires fan, figured it would be neat to try. I saw that it was an "Alpha" though and so I didn't download it, figuring it would be buggy and incomplete. I decided that I would wait until it was at least a Beta version when I tried it. A few years later I came back to it, only to discover it was still Alpha. I was confused about there being so much progress though. I decided to download it and it looked playable. There were still rough edges, but about what I would expect for a Beta version. I talked to another person who said they too had heard about the game, but never tried it because they too were "waiting for the game to not be buggy". When I asked when they would know that would be, they said "1.0, or at least a beta". So the "Alpha" label scared me off from trying 0 A.D. for years and scared off another person I know from trying it at all. Now that there have been Alphas for all 26 letters of the English alphabet, maybe it's time to start releasing Betas? That would prevent new users like me from thinking that the game is still a buggy mess not ready for prime time.
    1 point
  8. because of the need to change the mods always when switch between 0ad ..26 and 0ad..27 i want switch the mods-path. its much more easy then enable / disable a bunch of mods all the time: i tried use inside the user.cfg (chatGPT told me so) mods_path but it dosent work. any idea?
    1 point
  9. @rossenburg @Mentula @Atrik You have some experience with the GUI I recon it shouldn't be too hard to get the list of matches from the lobby and autojoin when a match is available? I suppose trusting the host is the biggest issue?
    1 point
  10. Reminds me I still have a patch to disable territory visibility. The AI still needs it iirc.
    1 point
  11. Vulkan has a problem waking up: When I put my laptop (Win8.1) on standby and wake it up again, 0AD looks like this. OpenGL ARB seems to fare better, but with Vulkan it happens every time. Nothing the logs capture, but since I apparently crashed the game yesterday (no idea, lol), have some logs anyway: logs240523.zip Edit: Maybe the crash was when I tried to use Vulkan with an incompatible driver.
    1 point
  12. Well that's what we've been doing since then => https://code.wildfiregames.com/paste/ And hopefully someday here => https://git.wildfiregames.com/wildfire-games/pyrogenesis-migration-scripts
    1 point
  13. Alright that's fair, maybe I underestimate the number of new players in the lobby. What I don't get is what is different with connecting to the lobby? Is it like you go get a coffee and now you're in a game and people are waiting for you to be ready? Also, I'm not sure how to solve the level/rank/mmr/elo issue. With the number of people doing rating fakery, wouldn't it be a cursed option? You're here waiting for a nice 1v1 and you fall against a smurf of some top level player Agreed with the streamable part, but is the performance good enough for it? And is streaming with all options off and atomic trees really something we want to show? Those are genuine questions
    1 point
  14. ty. works i did: HOME=$HOME/game/0ad/026 ./0ad-0.0.26-alpha-2210110407-x86_64_0cdfe6000a403313b99d6ea006a92d81.AppImage all Folder Structures was generated automatically great. TY very much. very helpful. Off course fresh empty, as the very first time BTW the AppImage was copied inside ~/game/0ad/026 automatically becouse sadly appimagelauncher tool was installed here. i forgot which i have used before. AppImageLouncher nervs a bit ask me two times something before i could start. sudo apt remove appimagelauncher and simly make the AppImage executable: chmod +x my.AppImage
    1 point
  15. Better link: https://github.com/0ad-matters/0ad-appimage/releases
    1 point
  16. Except that's not really part of the API. Also those are the easiest to update ^^ I'd take automating template changes every day over updating hyrule code after we changed some of the underlying javascript Changing techs from json to XML is a much bigger breaking change.
    1 point
  17. Worst are the ones like stone -> rock, don't think @Freagarach is guilty of similar ones.
    1 point
  18. It's a different option, there is view.scroll.mouse.detectdistance.
    1 point
  19. IIRC in a A26/A27 there is an option to reduce the area that does the scrolling so I suppose if you set it to 0 it's disabled.
    1 point
  20. Another thing I don't know how to advertise is the opportunity the engine has. You can stick to a version if you wanna play with A23b forever and don't need anything else you can and just make mods for that. Hyrule (even though it was not a voluntary choice) have managed to do that people download old versions to play their mods. You can even package the mod with the game! @Freagarach is a good example of a modder that wanted more and eventually added a ton of gameplay features (he's also responsible for some of the api breakage but shhhh). I wouldn't mind having more features borderline with the game but used by mods.
    1 point
  21. I suppose the first one is a typo and mean solo playing? We know that there are at least 10 times more player that play solo matches than multiplayer ones (1500 per day). And those are the ones that enabled feedback. So we're obviously doing something right, even though we're not sure what it is. I suppose competitive 1v1 is just missing the "balanced" maps? How so? It will not create new players. I think the issue here is that it's not that we don't want that, it's more than we don't have the resources for it. Well what we do currently is offer as many scripts as possible to update mods. But at the same time mods benefit from the extended API as well. Is there a list? Yes tickets have been flagged beta. Does that mean it's exhaustive? Not really because there are things we hadn't forseen that came in the way. https://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&keywords=~beta&col=id&col=summary&col=status&col=type&col=priority&col=milestone&col=component&order=priority&report=22 Looking at it some stuff is missing and some stuff shouldn't probably be there.
    1 point
  22. With that hotkey, you can push any new order to the front of the queue. E.g. clicking the phasing button will make it the first. (It can also be used for orders issued to units.)
    1 point
  23. 0ad doesn't offer a stable API for modding at all.
    1 point
  24. Furthermore, the "alpha" label is very repulsive for modders. There is nothing worse than spending time tracking patches for a mod. This issue is currently known from M&B Bannerlord and several big mods are complaining about the current development of the game that multiplied mod-breaking patches the last 6 months.
    1 point
  25. Flatpaks are not made by us, and they don't want experimental versions. So likely never. There is an appimage there https://github.com/0ad-matters/0ad-appimage/actions @andy5995 seems to be working on it (thanks again)
    1 point
  26. Well IMHO the whole (Spamming, Cheating, DDOSing) lobby debacle, and the lagging kinda proves the point. If 5 people can tank the multiplayer game are we really allowed to be called a beta? Or should we just target single player folks, in which case not having a campaign is kind of a no no ?
    1 point
  27. Hello everyone! Stockfish here. I write this post to announce that this evening I will run Sunday Pro Games at 21:00 CET becouse MarcAurel is absent. All results will be posted by Marc in his post as he always does. Also I would like to tell you that new stuff is coming to 0 A.D. Thank you for reading.
    1 point
  28. I had not seen it that way. ----- "Tutorial for making a villager genocide." "The first attempt goes too wrong.
    1 point
  29. So the issue that eles won't enter a building when approaching from a corner has not been resolved.
    0 points
×
×
  • Create New...