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Showing content with the highest reputation on 2024-10-25 in all areas

  1. A new ScrollPanel GUI component is going to be born with the following capabilities: Scroll Orientation Support: Allows scrolling in horizontal, vertical, or both directions, providing flexibility for different use cases. Partial Object Rendering: Supports partial rendering of objects that are only partially visible within the scroll boundaries, improving visual accuracy and performance. Boundary-Constrained Mouse Interaction: Handles mouse events strictly within the panel's visible boundaries, preventing interaction with objects outside the scrollable area. Minimum Internal Size (min_width, min_height): Introduces support for virtual space management, allowing the panel to maintain a minimum internal size independent of its actual on-screen dimensions. Even when the panel is resized, this ensures that the content respects a defined virtual space (with min_width and min_height), effectively simulating a larger internal canvas. This is particularly useful for large content or scenarios where a more extensive scrollable area is required than the current visible panel. Here is the showcase Pull request: https://gitea.wildfiregames.com/0ad/0ad/pulls/7118 Please give me feedback to keep improving GUI Components.
    2 points
  2. Looking to people to play my new patch and provide feedback on balance. I'll pay with my sincere gratitude https://github.com/Emacz2/leifs-sparta-patch unzip to your mod folder. The folder inside of mods should be called leifs-sparta-patch-main Thanks!
    2 points
  3. GOG uses their own installers, that are based on InnoSetup for Windows and on MojoSetup (+ Makeself) on Linux. I don’t know what is used for the MacOS installers. I don’t know the exact process, but I strongly suspect these installers are done by GOG, not by the game developers. That would be surprising, as there is not a single game page doing that on GOG for now. Customers of this store already know about 0 A.D. and talked about it positively on their forums over the years. But according to the low popularity of this wishlist entry, it is not (yet) a game that many people would expect to see distributed on GOG: https://www.gog.com/wishlist/games/0_ad It would be much better not bothering with that and not trying to support it in any way. The goal is to get more visibility, not a source of extra work Whatever we do, if 0 A.D. is added to GOG it would automatically be downloadable/runnable through Galaxy, but we should not waste time and energy working on Galaxy integrations with things like cloud saves or achievements.
    2 points
  4. It won't cause an OOS. Random numbers are all over the simulation and they do no harm in OOS'es. This due to the simple fact that it are all pseudo-random numbers. Basically, there is a set list of numbers, which is randomly created at the start of the match and agreed by all clients, used for all the random numbers generated in game.(The first call of a random function will give the first entry on the list and so on) So all clients will have the same random number at each instant a random number is asked for. Also see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random You can check your commands.txt which has the random seed in the header. That is how replays keep in sync too.
    2 points
  5. @Stan` @ItmsI suggest allowing pull requests on any fork. For example, I was going to help with https://gitea.wildfiregames.com/0ad/0ad/pulls/7075 So I pulled the branch and was going to open a pull request on abian's fork:with-lto branch. On GitHub, when this happens, the user can merge the pull request on his fork. If he does so, the already-open PR (link above) on the main upstream repo gets updated. You can see here i don't have the option to open a PR on his fork. It only allows me to open a pull request on my fork or the 0ad repo:
    1 point
  6. That is something everyone can activate, @abian can activate PRs on their fork. I do not think there is an option to activate that by default and I'm not sure it's desirable (in terms of UI clutter).
    1 point
  7. Here's the outline I was able to come up with. (I deliberately left out ships and naval warfare for now as I feel like all that should probably be taught in a seperate, fourth scenario.) (Core concepts (marked with a *) need more detailed (skippable) explanations for player new to the genre.) As already planned, the guided tutorial section encompasses three scenarios, the first one focusing on the Village Phase, the second one the Town Phase, and the third one on the City Phase. It is possible to set custom victory conditions from scenario scripts and my idea is to make it the winning goal of the first scenario to reach Town Phase, and of the second one to reach City Phase. And to let them build on each other, so at the beginning of the second and third one to just tell the player "Do what you did before." and start guiding again when the player has reached point they haven't been to before. For technologies, I would not individually order the player to research every single important one, but rather tell the player "This structure has important technologies. Periodically check for available one here and research them as soon as you comfortably can." and remind them to do so if they forget about it. Any criticism/suggestion? Any ideas how to embed the story?
    1 point
  8. Hey @ADRN Welcome to the forums. I think a lot has been said already. Which school if you don't mind me asking ? I'm french as well. I don't think there is much about that anywhere. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/docs contains some of the thesis that were done on the game. But nothing on the particular subject. Maybe @Itms or @feneur know more. We can hide it and and unhide it at will maybe at the end of the course Thanks for considering the game. I've met a few people in academia interested to do things, but I've yet to see a good project flourish. We have a good contender now that Activ' Design has taken us as a project to make mods to teach students game design but it would be nice to have more. Especially in the reinforcement learning side.
    1 point
  9. Indeed 0 A.D. doesn't split computation between different computers, but it does have multiple agents all in relation to each other and providing their own input. I'm not sure if it qualifies as distributed system. If I go by the Wikipedia page they even consider MMOs as distributed despite that they use dedicated servers and many of them are probably not much more technically complex than many games including the already mentioned Valorant. 0 A.D. is peer-to-peer with one peer taking the role of the host. If I go by the wikipedia page I could see an argument for it being the simplest case of a distributed system. As of right now, if any player other than the host drops, he can rejoin and the game can resume. If the host drops, the game is lost. If there was the added functionality that in case the host drops then the remaining players decide on a new host, then it would make a cool distributed system imo, but well it's too complex compared to the alternative of having a reliable dedicated server. Due to being peer-to-peer, 0 A.D. faces the NAT traversal problem. STUN was used for UDP hole punching to solve it in a22 (I found this patch https://code.wildfiregames.com/D364). Before that was the good old time of opening a UDP port. I personally implemented a simplified UDP hole punching algorithm as part of a free extension project in a distributed algorithms class. As for the simulation, the goal is to provide a smooth experience for every player, hopefully hiding issue related to connectivity. Indeed 0 A.D. is not doing that good. Let's compare approaches (to the best of my knowledge) in similar games: - 0 A.D.: the game advances as fast as the slowest computer, and bad ping of any player would slow the game for everyone. But the biggest problem is bad optimization which will be felt in late game, thus slowing the game, especially if a player is running a toaster. - AoE2: Like 0AD, it also runs with deterministic simulation I believe. With Voobly, it was similarly P2P with a peer taking the role of a host. However, if a player had bad ping with the host then only he was slowed and penalized. With DE there is a dedicated server, and a player is still penalized for having a bad connection. - Mario Kart 8 Deluxe: Also P2P with a peer taking the role of a host. It would be unplayable if you had to wait even a little to have the commands of other players, so the game runs with the other player position being only approximate, and synchronization is done as frequently as possible. Thus, unlike the above games, every player has a different state.
    1 point
  10. This could be a cool special tech. "Iron Fetters" Infantry +1 hack armor, but -10% speed. I'm with @real_tabasco_sauce, let's make something based on this for the emblem.
    1 point
  11. Some experiments conducted in Atlas editor regarding sniping: With no upgrades at all: 18 archers can kill a class_b ranged unit at their maximum firing range in 1 shot 11 slingers can kill a class_b ranged unit at their maximum firing range in 1 shot Between 19 and 21 archers can kill a class_a ranged unit at their maximum firing range in 1 shot 11 slingers can kill a class_a ranged unit at their maximum firing range in 1 shot An indefinite number of archers is required to kill a class_e ranged unit at their maximum firing range in 1 shot. The number required is huge due to the inaccuracy of the archers - in the most lucky case, 23 would be enough. In less fortunate cases, 35 is required. 13 slingers can kill a class_e ranged unit at their maximum firing range in 1 shot. With only archer accuracy upgrade: 18 archers can kill a class_b ranged unit at their maximum firing range in 1 shot with certainty; 17 is sufficient for most instances. 19 archers can kill a class_a ranged unit at their maximum firing range in 1 shot. Between 23 to 25 archers are required to kill a class_e ranged unit at their maximum firing range in 1 shot.
    1 point
  12. Actualizado el nuevo enlace. https://svn.wildfiregames.com/nightly-build/trunk I will update the entire post later.
    1 point
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