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Showing content with the highest reputation on 2024-09-10 in all areas

  1. Here is the reply commands portion. no metadata was saved though... By the way, I just played some single player games and had no issue. commands.txt
    2 points
  2. yes, and it seems to be fixed in your recent mod.
    1 point
  3. Hmm so it was the walls over trees mod? Interesting.
    1 point
  4. Well, as i said it was more of a prototype code and expected someone to build off of it . As for entsToDestroy, it doesn't need to be cleaned or emptied because a foundation will just start with an empty variable to begin with and be gone when the foundation has been built. The new zip below has some fun JS edge case (also why are empty arrays truthy ) going on where it pushes ent twice, not really an issue but it shouldn't regardless. Also got the shading to mark entities red that would be destroyed semi working aswell (not in this zip tho) but i've honestly got to much projects going on to finish it anytime soon lol. Lemme know if this one's better and tweak it as you need. BTW, can't you simply delete my mod (or files) to test if it still happens without? walls_destroy_trees.zip
    1 point
  5. Actually, I removed this line entirely here. It was part of the tip about resource gathering which ended up getting too long for the available space in the GUI. It had to be cut down and this line was not directly related to the topic anyway. That's not to say this information shouldn't be included in the tips. In fact, I believe a separate tip about unit ranks would be quite useful. To my knowledge, players are currently not taught about the game's experience system anywhere. Definitely something to keep in mind for the future.
    1 point
  6. This discussion about the bug in the 'walls delete trees' feature was probably better done in an issue on the Gitea repository 0ad-community-mod-a26. Next time...
    1 point
  7. I was not in multiplayer, but if my theory is correct that excessive destroy calls on the same entity are the cause of the crash then it's a useful line of investigation.
    1 point
  8. I mimiced the Romans player in PhiliptheSwaggerless's replay. I was not able to reproduce the crash. But I only intended to cause multiple destroy calls per entity, and I was successful in that. To see that, use the attached Foundation.js file which enables logging. Then build lots of structures and watch the logs for multiple occurrences of "destroying entity #", where # is the same number for each occurrence. It may help to build structures with lots of units and on top of grass actors. Foundation.js
    1 point
  9. Another possibly unwanted behavior that I notice is that obstructing entities that would normally be destroyed at the moment that the foundation is created will instead be delayed and only destroyed after the building is finished. I wonder if this could disrupt pathfinding when units are standing on the foundation at the time that construction is intended to begin. A solution to this problem would be to only delay destruction of obstructing entities if the structure to be built is a wall and the obstructing entities are trees.
    1 point
  10. If IsFinished() is called more than once on a foundation that is at buildprogress of 1.0 then obstructing entities can be destroyed more than once. Unexpected results may occur. I added some logging statements and confirmed that entities are getting destroyed more than once. I think that the solution is to clear entsToDestroy after the entities in it are destroyed. I've attached a patch that demonstrates this. 0ad-community-mod-02611-maybefixed.patch
    1 point
  11. Its very hard to reproduce. It has happened both with and without spectators. The only common denominator I know of is the romans.
    1 point
  12. In the replay, a player as Romans sends all non-cavalry units to build a farmstead, kill a chicken, then walk away. Then the replay ends. Can you confirm that this is the right replay? I was unable to reproduce the symptoms of the game crashing by following the same steps with a single player match using community-mod v0.26.11. Is something else necessary? For example, did you have a spectator join the game in order to get the game to crash? Please list the exact steps to reproduce the symptoms.
    1 point
  13. Face textures update, work in progress. I currently have two at the moment, second variant has more facial hair, similar to existing head textures for the Iberians.
    1 point
  14. Current progress! Design: @wowgetoffyourcellphone and @real_tabasco_sauce Artwork: @Duileoga and @wowgetoffyourcellphone and @wackyserious and @Lion.Kanzen (Early) Germans 2nd -- 1st centuries B.C. Civic Center Wagon Encampment (Upgrade) Fortified Encampment Houses Farmstead, Corral, Storehouse Barracks, Great Hall (train Champions and Heroes), Stable Market (needs and new model), Forge Temple, Arsenal Walls, Sentry Tower, Defense Tower Fortress Wonder Units
    1 point
  15. Herodotus, book 4, ch.62 : This is their way of sacrificing to other gods and these are the beasts offered; but their sacrifices to Ares are of this sort. Every district in each of the governments has a structure sacred to Ares; namely, a pile of bundles of sticks three eighths of a mile wide and long, but of a lesser height, on the top of which there is a flattened four-sided surface; three of its sides are sheer, but the fourth can be ascended. Every year a hundred and fifty wagon-loads of sticks are heaped upon this; for the storms of winter always make it sink down. On this sacred pile an ancient scimitar of iron is set for each people: their image of Ares. They bring yearly sacrifice of sheep and goats and horses to this scimitar, offering to these symbols even more than they do to the other gods. Of enemies that they take alive, they sacrifice one man in every hundred, not as they sacrifice sheep and goats, but differently. They pour wine on the men's heads and cut their throats over a bowl; then they carry the blood up on to the pile of sticks and pour it on the scimitar. They carry the blood up above, but down below by the sacred pile they cut off all the slain men's right arms and hands and throw these into the air, and depart when they have sacrificed the rest of the victims; the arm lies where it has fallen, and the body apart from it. Archaeological evidence: https://www.academia.edu/11582741/Scythian_sanctuaries_of_Ares_archaeological_date_and_Herodotus_testimonies_in_English_
    1 point
  16. Was a bit bored so i made it anyway, lol. Do with it as you (anyone) please. Delete the Foundation file if you want the trees to disappear the moment they start building, otherwise they will only be deleted until the wall is done (to prevent exploits?). walls_destroy_trees.pyromod Btw, the tooltips like "cannot be built on another building or resource" for walls aren't working in vanilla. A project for someone else
    1 point
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