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@Ginnungagap @BreakfastBurrito_007 @guerringuerrin @chrstgtr @Feldfeld @ValihrAnt @Acero @SaidRdz @Player of 0AD @Atrik and others. 18:00 UTC Sunday we will aim do do at least 1 4v4 test game. Lets see how the performance upgrades work out!5 points
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Hi everyone! How are you doing? It's been looong, long time since my first appearence to the forum. My contribution has been limited, but nevertheless I enjoyed the ride! I disappeared for some time, and pretty much abruptly, due to changing life circumstances: among them, a new country, new job and life. In the meantime I had to abandon a lot of collateral interests, including beloved games, to focus on the new changing environment. But I still have sweet memories of my first attempts at modding the main game and I wanted to look back at some of the fun of early days. So that's how I've been digging to old files and folders to retrieve some experiments. It was during this search that I discovered how my work has been updated and distributed on Mod.io!! WOW!! I was so surprised to discover that and also so, so happy to see my experimental efforts to be appreciated by the wide community!! So, I only wanted to take the chance to give huge THANKS everyone who put effort to expand this work and make it available to everyone: @Andronikos Medina and @Lopess for the constant support (I don't forget you guys!), @asterixand @wowgetoffyourcellphonefor updating the files and making them available. @Stan`for being the phenomenal leader/artist/developer that he is! And, in general, everyone that has build this amazing game and community throughout the years with hard work and passion. It's really amazing to see the results and progress multiply over the years. Thanks everyone and best wishes for the new release as well!! Is going to be fun!! Ad maiora semper!4 points
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@Ginnungagap @Itms I compiled rc2 and packaged it into a .deb to make things a little easier for users of Debian Linux-based distributions. I was able to install it correctly on the same computer I compiled it. Then uninstalled, removed any dependencies and installing again and it still works. We ran some tests with @real_tabasco_sauce and everything seemed to work fine. But I can't guarantee that it will work correctly on other computers. Maybe someone can try installing it. If it works, it might speed up the testing process a bit. Just in case, I set it to install the game under the name pyrogenesis-rc2 to avoid overwriting the version previously installed on the system. I uploaded in a drive of my own. Here's the link to the file: https://drive.google.com/file/d/1nVYrUtmSb41f9AvsUXJF3SSj5AUFVasS/view?usp=drive_link Not the best place to put it, but I don't have any personal server. I could use something like github or something else if you want. Feel free to tell me: 1) You can install the package with this command: sudo dpkg -i 0ad-deb.deb You can identify the installed package as 0ad-rc2 by running dpkg -l | grep 0ad $ dpkg -l | grep 0ad ii 0ad 0.0.26-2~bpo11+1 amd64 Real-time strategy game of ancient warfare ii 0ad-data 0.0.26-1~bpo11+1 all Real-time strategy game of ancient warfare (data files) ii 0ad-data-common 0.0.26-1~bpo11+1 all Real-time strategy game of ancient warfare (common data files) ii 0ad-rc2 0.27.0 amd64 This is the release candidate #2 of 0 A.D. 2) You can now run the rc2 with the following command: pyrogenesis-rc2 3) If you want to uninstall, you can run this command: sudo dpkg -r 0ad-rc2 I hope this helps the testing process and is not violating any WFG rules . If that's the case, feel free to remove this post. Thanks.4 points
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I can basically never play during daytime hours. Have fun! And hope it works!2 points
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I think it could be done in a mod. However, after seeing how the com mod split the community in a26, I think a different approach should be taken. If bugs are fixed in the community mod, then it becomes the better version of the game to play, leading to pressure for each addition to be a guaranteed improvement and decreasing the experimental potential of the community mod. I'll lay out my proposition for the community mod in that discussion. My understanding is that its too late to fix stuff like this for a27, but it absolutely can be fixed for release 28.2 points
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Formations currently order units in this order : <SortingClasses>Hero Champion Cavalry Melee Ranged</SortingClasses> Where Cavalry get to be often in front of Infantry melee, even when they are ranged units, like archers or javelin cavs (but not always, they seems to sometimes get behind as "Ranged" too). I'm pretty sure most players of any levels, would prefer to have ranged cavalry behind melee infantry. And even costly units like hero and champion, not on the first line. I'm sure someone could reference some historical battles where leaders (heros) were on the frontline but there is probably as much of them where they weren't. https://gitea.wildfiregames.com/0ad/0ad/src/branch/release-a27/binaries/data/mods/public/simulation/templates/template_formation.xml @Emacz1 point
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@Meister, @Nadporost – thanks for pointing me to 'rustup'. https://www.rust-lang.org/tools/install Thanks to this I managed to compile 0ad 0.27.0-RC2 on Debian 12.9. This is not in line with Debian's ironclad rules, but what wouldn't you do for a few moments of pleasure? As usual I did it on "Live". cat /run/live/medium/.disk/info Official Debian GNU/Linux Live 12.9.0 xfce 2025-01-11T10:25:55Z cat /etc/debian_version 12.9 apt policy rustc cargo rustc: Installed: (none) Candidate: 1.63.0+dfsg1-2 Version table: 1.63.0+dfsg1-2 500 500 http://deb.debian.org/debian bookworm/main amd64 Packages cargo: Installed: (none) Candidate: 0.66.0+ds1-1 Version table: 0.66.0+ds1-1 500 500 http://deb.debian.org/debian bookworm/main amd64 Packages Since I will be using "rustup" I will not install 'rustc' and 'cargo' from the Debian repository! If the Debian 'rustc' and 'cargo' were on the system I think they should be uninstalled first. Now the commands. First 'rustup'. mkdir rust cd rust curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh I confirm 'standard installation' – Enter. I receive, among other things, the following information: I exit the terminal: exit. I open the terminal again and type: . "$HOME/.cargo/env" rustc --version rustc 1.84.0 (9fc6b4312 2025-01-07) cargo --version cargo 1.84.0 (66221abde 2024-11-19) I'm checking if I have the required dependencies. Note! I've crossed out 'cargo' and 'rustc', I've also removed 'subversion'. I've added: 'llvm'. dpkg -l build-essential cmake libboost-dev libboost-system-dev libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev libwxgtk3.2-dev libxml2-dev llvm python3 zlib1g-dev If something is missing – you have to install it. Now compilation – commands in telegraphic short: Download, verify, unpack: mkdir 0.27.0-rc2 cd 0.27.0-rc2/ wget https://releases.wildfiregames.com/rc/0ad-0.27.0-rc2-unix-build.tar.gz wget https://releases.wildfiregames.com/rc/0ad-0.27.0-rc2-unix-data.tar.gz wget https://releases.wildfiregames.com/rc/0ad-0.27.0-rc2-unix-build.tar.gz.sha1sum wget https://releases.wildfiregames.com/rc/0ad-0.27.0-rc2-unix-data.tar.gz.sha1sum sha1sum -c 0ad-0.27.0-rc2-unix-build.tar.gz.sha1sum sha1sum -c 0ad-0.27.0-rc2-unix-data.tar.gz.sha1sum tar xpf 0ad-0.27.0-rc2-unix-build.tar.gz tar xpf 0ad-0.27.0-rc2-unix-data.tar.gz cd 0ad-0.27.0 I gave up on checking the minisign (https://trac.wildfiregames.com/wiki/VerifyingYourDownloads). Instead of 'tar.gz' you can download smaller 'tar.xz' files. Compilation commands: cd libraries/ ./build-source-libs.sh cd ../build/workspaces/ ./update-workspaces.sh cd gcc/ make After './build-source-libs.sh' is finished, we should see: 'Your build was successful!'. Then it's good. We can add the '-j N' option to the above commands, where 'N' is the result of the 'nproc' command - the number of processor cores. If for some reason we repeat the 'make' command, we first issue the 'make clean' command. Now the test cd ../../../binaries/system/ ./test We should see: 'Running cxxtest tests (417 tests)...OK!' And running: ./pyrogenesis After launch, version control: grep build_version ~/.config/0ad/logs/userreport_hwdetect.txt "build_version": "release-a27, 73b2eed323", "build_version": "2.26.5", "build_version": 20100, cat ../../build/build_version/build_version.txt L"release-a27, 73b2eed323" On Debian Live, in the case of the NVidia card, we only have the 'nouveau' driver. In the advanced graphics settings, we change the default 'OpenGL' to 'Vulkan', save, exit the game and start it again. If we do not do this (we stay on OpenGL), we will see strange longitudinal "shadows". In my case, the game did not start on the outdated 'OpenGL ARB' - I had to change 'rendererbackend' to vulkan in the '~/.config/0ad/config/user.cfg' file. Regards1 point
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Hey @Atrik, i managed to do it, thx for all this help i got here. Maybe you want to add llvm to this list, i had it missing on my system.1 point
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yes seems has worked example: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/B8E484C9350721FD1 point
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Update: oSoMoN developed a solution for building 0ad version alpha 26 with python3.12 in October of 2024. It is explained here. One is advised to use distro-provided patches. If anyone needs help with this, I can walk them through it. Send me a forum PM or contact me via Element.1 point
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Thanks mate! I'll be lurking the forum from time to time .. is really exciting to see also a new release coming! Beside, how are you doing? I missed out quite a bit during the last time, but I hope everything is fine!1 point
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"Alt + *" is the default hotkey to select all idle units. "*" is to select 1 idle, and combining it with "Alt" ("Select off-screen" hotkey) selects all. Considerations: A one handed player might want to relocate all hotkeys for "Ctrl" "Shift" "Alt" onto the mouse. 5 buttons mouses are reasonably common and could do the job. Then for idles, you could hold "Select off-screen" (for example, you set it to the middle button of the mouse instead of Alt) and then click idle icon on vanilla gui.1 point
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This bug has been bothering me for a long time, and yesterday another player mentioned it, so i post it here in case it has not been reported before, or is not yet in the devs radar. When playing both cavarly and infantry sometimes you want to treat them as one single army. One of the obvious ways to arrange your troops before engaging in a battle is to put melee troops in front and ranged in the back, so that the more tanky units protect your ranged. And one of the most efficient ways to achieve this is to put your army in a formation. Compared to a manual approach to achieve this goal, using a formation reduces clicks and at the same time engages the "running" speed of your troops so that it takes considerably less time to reach their final positions. Every player above rank 1500 probably knows this and takes advantage of formations. The problem arrises when your army has ranged cavalry in the mix, as the cav is put in front of the formation every time, which in my opinion makes absolutely no sense and invalidates the usefulness of the formation in this case. The solution I use is to put cav in a different control group and micro it independently ofc, but as I said, one would expect to have a sensible formation option available with or without cavs in the mix. The fact that precisely cavalry of all ranged units is put in front is even worse than if it was ranged infantry, because the enemy will probably have spears or pikes in front of his army, which has a counter of 2.5x or 3x against cavalry! So you are sending your precious and expensive ranged cavalry directly to a silly and miserable death. Another problem is that players with less experience will probably engage the formation without understanding the implications, trusting that 0AD is doing something logical for them, and they will waste their cav while probably not even realizing why they are loosing the battles. At the very least, ranged cav should not be considered at all in such formations, but the optimal situation is to fix the formations so that all ranged units are put in the back of the melee units. And ideally the more range the unit has, the more in the back it should be placed. So skirms in front of slings in front of archers. This way units will have to move and bump into eachother the least when the battle begins. I dont know if the fix is a simple xml template change or something more complicated. In the former case, maybe a comunity mod would be all we need to fix this long lasting problem. @real_tabasco_sauce1 point
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Hey zyli and @BreakfastBurrito_007 , thanks for the reality check! You're absolutely right, a kettle or a washing machine definitely dwarfs the power draw of gaming. I'm not trying to suggest 0 A.D. is a huge energy hog, haha. It's something I value about 0 A.D. - it seems less resource-hungry than many other titles. And, it's great to see with the new version that it might be taking even less energy than before. And besides, I'm always curious! So, this is another way for me to enjoy the game and learn from it. But yeah, I'll keep an eye on my coffee-making habits in the future though, just in case1 point
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Hola, The console (where one can evaluate js expressions) covers the upper part of the 0ad gui. I was told that it is possible to detach the blue console from the gui, by using a second instance. How does one do this? eae1 point