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Showing content with the highest reputation on 2023-06-30 in all areas

  1. I was wondering why so little players use theses hotkeys in vanilla game. I find them very useful. "Call to arms" Type: Movement modifier hotkey => All selected military units individually find the nearest drop-site to deposit resources then will make a attack-move on clicked location. "Attack Move (Unit Only)" Type: Movement modifier hotkey => Will ignore capturing buildings on path to clicked location. I use this as default attack-move (Ctrl) instead. Underrated?
    1 point
  2. Count with me! Thank you so much for the event! Stockfish (1835)
    1 point
  3. I think he's talking about this topic. Appeals of moderation actions must be done privately. bestplayer23 already PM'd Stan with what could charitably be considered an appeal of moderation action. There was a review, and bestplayer23 presumably got a response from Stan. What was described in the topic was handled already, unless bestplayer23 / poopooman / goldafternoonfix still needs troubleshooting assistance with joining games. He doesn't seem to be willing to discuss it in detail, though. And, he hasn't replied to what I suggested as a resolution for the problem here. If there's a new request, please let us know. He sent about 10 private messages. Reputation is based on reactions, not user activity. I think that rank is based on user activity (content posted or PMs sent) instead of reputation.
    1 point
  4. Just came to share the final version of the Rise of Rome, scenario. The files go into your MOD or Scenario file inside your 0 AD main File. Enjoy eveEMPIRES AT WAR, RISE OF ROME BETA 1.xmlEMPIRES AT WAR, RISE OF ROME BETA 1.pmprybody.
    1 point
  5. I didn't dig too deep into the tutorials yet because I am hoping this might actually be a quick, easy, down and dirty thing that someone would know the answer to. I was finally getting a decent game going tonight when it crashed on me just now (yay!), which is when I discovered that autosave is not something that is implemented in the game. I noticed that mods incorporate Javascript, and I know that native Javascript has the ability to utilize timers. Is there a way to set a timer to autosave the game every 60 seconds? I am not even worried about incremental saves that would allow me to roll back a game, I am strictly speaking in terms of being able to recover from a crash. Since the game is still in development I am guessing this could be hugely beneficial to have. Thanks! -Michael
    1 point
  6. A desert map for four players, very little wood, lots of minerals. Files: Arabia (4).xmlArabia (4).pmp
    1 point
  7. Ok, so, I tested @vladislavbelov's patch. It was obviously designed for an earlier version of 0ad, but it did essentially work with a few flaws. I went with 4417_autosave.2.patch on the assumption that was the newer version of the patch. The code in binaries/data/mods/public/gui/session/session.js originally looked like this in his diff: function GetSimState() { if (!g_SimState) onSimulationUpdate(); setTimeout(displayGamestateNotifications, 1000); // Report the performance after 5 seconds (when we're still near // the initial camera view) and a minute (when the profiler will // have settled down if framerates as very low), to give some Engine.SendGameReport(reportObject); } The code was supposed to be inserted just after the setTimeout command. The newer code in 0ad though differs, so after I inserted the code it looks like this: function GetSimState() { if (!g_SimState) g_SimState = Engine.GuiInterfaceCall("GetSimulationState"); if (!g_IsNetworked && !g_IsReplay && Engine.ConfigDB_GetValue("user", "autosave") == "true") { g_AutosavePeriod = +Engine.ConfigDB_GetValue("user", "autosave.period") * 60000; // the autosave period is set in minutes // Prevent the autosave spamming for invalid values if (g_AutosavePeriod >= 60000) setTimeout(autosaveGame, g_AutosavePeriod); } return g_SimState; } Everything else looks the same as his diffs. His code calls for the default autosave.period to be 10, I set it to 5 for testing purposes. Note that it did create an autosave file, which I was able to reload and restart the game at the correct point, however... 1) Minor layout bug in the settings screen causes the last two settings in the settings screen to get pushed down over the Reset button: 2) When it saves, it goes into an infinite loop of saving, completely freezing the game and making it unplayable: Note that I alt-tabbed to the ~/.local/share/0ad/saves folder and watched the autosave.0adsave last modified date updating in real time, so I know that's what was happening, and I was able to reproduce this issue each time I tested. 3) Even though it's set to create 3 autosaves, I think, it only ever created autosave.0adsave. This includes when I reloaded, it didn't move on to autosave.1adsave on the next autosave, it just went back into the same infinite loop of saving autosave.0adsave. Other than those issues though, it definitely works. :) I am hoping that the infinite loop is just because the code inside of function GetSimState() needs to be moved to a different location, although of course I have no idea where that should be.
    1 point
  8. Marre-Vrickad used some offensive language and insults in a team game on June 29, according to SIGTERM. It's up to the host to establish rules about this and enforce them. In this case the host did ban Marre-Vrickad from that match because he was a spectator distracting the players. Thank you Barcodes for doing this. That said, there is a conflict that was not able to be discussed at the time. Marre-Vrickad, when you're angry about something, please calmly discuss it with eloquent language instead of using pejoratives and insults. Describe the specific concern(s) instead of assuming that people know what the concerns are and redirecting to insults. If you think that the person you're talking to will not respond in a mature manner to the communication then please contact moderators to discuss how the situation can be resolved. Thanks.
    0 points
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