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Showing content with the highest reputation on 2024-08-22 in all areas

  1. Insolence! Insubordination! My guys just skipped their first order and went straight to the second objective. (They come out of the barracks at 7:24, should anyone want to look at the attached replay.) I thought maybe it was a singular occurrence, but yesterday some other guys decided to skip building a barracks and went straight to chopping wood, again ignoring their first objective. Don't think I had that behavior before, now I had it two consecutive days... 2024-08-20_0003.zip
    2 points
  2. Massive congrats for getting this through the door @Itms ! And thanks to the efforts of all involved, especially @Stan`
    2 points
  3. I want to spawn units like a mother@#$%er without my queue getting interrupted by lack of resources, i'm already familiar with autociv but i don't know how to enable autotrain and how to stop the queue once started.
    1 point
  4. There has been a fair amount of discussion recently about switching from the IRC platform QuakeNet to another platform for instant messaging. I've listened to a few people and the main reason for moving off QuakeNet would be the lack of TLS encryption. Recent discussion: https://irclogs.wildfiregames.com/%230ad/2024/08/2024-08-14-QuakeNet-%230ad.log https://irclogs.wildfiregames.com/%230ad-dev/2024/08/2024-08-07-QuakeNet-%230ad-dev.log There are a few requirements other than TLS. The solution should: be open source be libre, be free, ideally not be self hosted or at least part of something we already host. provide a web chat, for people not willing to install extra software. should allow logging the channels for posterity be accessible for maintainers Which basically leaves us three big families of solutions XMPP, Matrix, and obviously IRC. There is also Revolt, but it's not mature enough yet, and our test server seems to have been deleted. This also defacto forbids things like Discord. There is also Mattermost, but we would need to self-host it. Same thing for Rocket.Chat used by Godot: https://chat.godotengine.org/home You can read their reasons there. XMPP has the advantage that we're already hosting a server for the lobby, and that could open with interesting synergies if linked with the game. Matrix is a good contender, although there seem to be a preference for XMPP in the opensource world for some reason. There is already a semi-official matrix channel see https://linktr.ee/wildfire_games Something nice is it seems to offer VOIP chat recently, which could help for hard or complex discussions which can go quickly off rails with chat. Zulip: is another option. I haven't really heard of it, so might be nice for our usage, but maybe nice to test it out. IRC has my vote. We have all the tooling for it, it's lightweight and simple, and you can use bridges if you really want to connect to it from somewhere else. I'm currently using a XMPP bridge to connect there. There are three main servers we could use: Oftc https://oftc.net/: The server debian uses and other project such as https://legacy.dotslashplay.it/ Libera.Chat https://libera.chat/, The server most people went to after the Freenode debacle. Everybody is there, which also means should the reason it was created occur again, we'd have to move away form it. Freegamedev https://freegamedev.net/ : A server made for open source games, which has invited us over. There does not seem to be a lot of people there, so we might be isolating ourselves, we might meet new devs though. I'd like to hear your opinions and will enrich the posts as I go. Feel free to suggest other discussions from the forums or IRC that might be relevant. EDIT1: Added Zulip
    1 point
  5. What if if declared the long development cycle and the many fixed bugs/new features for Alpha 0.027 as the reason to be the next release the first releasable version? (i.e. getting rid of any ALPHA notion) Would we break anything? Would trust be lost? Don't really think so. I guess we might be able to break catch22 in some sense. Of course we continue to rely on an active user community for the game to further evolve.
    1 point
  6. I made a mod that fix this problem called "Resize Queue", it will: resume production if it get interrupted by lack of resources resize batch to adapt to resource availability You can get it on the mod downloader or on gitlab if you want to play with friends: https://gitlab.com/4trik/resizequeue/-/archive/master/resizequeue-master.zip Another mod for smoother production is progui (https://gitlab.com/4trik/proGUI) that allow managing all production buildings from a single panel.
    1 point
  7. You don't have to fetch upstream for every change. Just do it as often as you'd do "svn up". The only situation where you will need to do it is when you want to merge a pull request and there are conflicts between the current status of the upstream main branch and your feature branch. If there are no conflicts and you merge using the Gitea web interface, you don't even have to rebase manually, as Gitea will handle it transparently for you.
    1 point
  8. In the video newbie rush is talking about an old mod for 0ad in a23. There is a version of autociv for a26 but I've never heard of it having an autotrainer. Definitely pros do not use autotrainers apart from the basic "autoqueue" that comes in the base game. Advanced auto-trainers are considered an unfair advantage. I can make some recommendations for how to keep your barracks training. Adjust the batch training size factor to 1 in settings-> game session -> batch training size. Put all barracks and possibly even the cc on a control group so that you can access them all with one button. If using autoqueue make the batch size smaller than you think you need. This reduces the minimum amount of banked res needed to avoid idling barracks.
    1 point
  9. Hello there! After fixing a very nasty network issue yesterday, I was able to publish the first nightly build this morning! This officially concludes the migration, all outstanding issues have been fixed. There will be more discovered I'm sure, please report them here along the way. It will also take some time for the development flow to adapt to the new environment. I will improve some documentation and prepare posts to reach a wider audience about the migration, over the weekend. In a nutshell: If you are a regular player just regularly testing the latest development version: you should ditch your svn copy and instead clone the new "nightly-build" svn repository at https://svn.wildfiregames.com/nightly-build/trunk. Use "svn update" as usual to get the latest changes daily. If you are used to compiling the game (either because you are a Unix user, a maintainer, or interested in contributing): please note that the build process has changed a bit, you now have to get/build libraries using the correct script under libraries/, before the usual update-workspaces and subsequent build. If you were working on something on Phabricator: please port your work to a new PR on Gitea, post a short message on the diff you ported, and close it. If you have some work in a github/gitlab clone: the new git repo is not compatible and can't be added as a remote. You should export your work (for instance with git-format-patch) and reimport it in a fresh clone of the new repo. You can then ditch your clones of the github/gitlab repo, which will not receive updates anymore, and will be archived soon.
    1 point
  10. For what it is (an unfinished open source RTS), the truth is 0 A.D. is probably doing fine, or even above expectation, in terms of user numbers and engagement. I think the concern is that, given its stand-out qualities within that cohort, such as its unusual graphical polish, why isn't it more of a positive outlier than it is? Why isn't it pulling in an Age of Empires 2 sized player base for example? To answer that, I don't think you can wiggle around the reality that 0 A.D. has been in development for 15 years and is still being labeled as in the alpha phase. The implication is that, after all that time, even the developers don't think the product is fit for purpose yet. And it's not entirely wrong. The game is still lacking expected narrative content, a certain amount of gameplay polish, some quality of life features, and performance. This presents a marketing and growth catch 22. To make development progress you need an engaged user base, but to get more uses you need positive marketing presence, and to get positive marketing presence you really need development progress. You could slap the title beta 1 on the product tomorrow, but that might not help very much. People would rightly ask what has changed. It doesn't address the underlying concern that I think everyone who is aware but skeptical about 0 A.D. harbors: progress towards an actually finished product is glacial. I think this will always make it hard to garner sympathetic press coverage. The only way to change this dynamic is to deliver some major progress on these missing features, or to pivot the project to chasing a more obtainable set of ambitions and ask the public to reevaluate the project using that revised value proposition.
    1 point
  11. Add 0ad/0ad repo as a (default) remote and you never have to update your fork
    1 point
  12. Hmm, I ran across that earlier as well. However, I did find some nice bells and whistles in VS that seem to streamline the workflow well! So I'll be able to start adding my existing patches as PRs.
    1 point
  13. Anyone notice how at 20:20, when the player selects the enemy hero, the aura overlays over the enemy units wayyy in the back are visible?
    1 point
  14. Just moving to 0.27 instead of 0.0.27 would already be bold We could also do 0.1.0
    1 point
  15. IMHO the game is great. It works and is fun to play. Subject to further evolution of course. New features might be implemented all the time. So why not be bold and remove the Alpha status, say when publishing 0.27. Would be interested to hear everyone's opinion! (Note to possibly consider: from my product development team (completely different industry though) a product development being really finalized means that the product is actually obsolete soon or already as good as dead, no future)
    1 point
  16. Thanks for posting the screenshot and answering questions and trying some troubleshooting steps on IRC today. My next idea involves changing the version of the nVidia proprietary drivers. This bug report mentions that egl-wayland provided by nVidia may be buggy (especially note bug 119), and when users change to an older or newer version of the nVidia proprietary driver suite then they fix similar issues. For more ideas, see the discussions in bug reports posted about Fedora's package of Wayland. Also, come back to IRC for followup troubleshooting advice.
    1 point
  17. IMHO, the game just needs some kind of singleplayer meta.
    1 point
  18. The migration is done! The last part of it was quite rough, as we had an unplanned and unrelated server outage this morning, which set me off track. Please expect some features to be still partly activated while I go through things in the upcoming days. NOTE: Phabricator is down for the night (it redirects to the "ariadne" tool for now). It is trying to rebuild its search index, which incurs a huge load on the server. I'll let it run overnight while activity is low. Now you can issue a password reset, email is activated NOTE: Those are the Trac accounts, not Phabricator ones. (don't hesitate to PM me if you have a doubt about your email address). Thanks for the praise, it means a lot!
    1 point
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