Leaderboard
Popular Content
Showing content with the highest reputation on 2025-02-20 in all areas
-
2 points
-
Yeah it's gotta be exhausting being obtuse on purpose i guess. It's wasted energy. But now some volunteers have to find a solution to make games fair, which would've happened sooner or later anyway so its not a bad thing persé. Onto that subject, i think a "no mods" toggle for the host would be nice thats on by default. But im not sure 0ad supports loading/unloading mods on the fly yet, seeing how you need to restart the game if you download a mod. On the other hand coding while playing does live update. Haven't looked into that much yet, and if it's on the cpp side of things im not even going to lol. Maybe a mod can be made that detects unsigned mods or shows what files people have altered.2 points
-
Hi I always got the "Failed to connect to server ..." error when trying to join any game in the multiplayer lobby. I know how frustrating it is and I've seen quite a few players having the same problem. There are a few forum posts etc. about this error but none of the suggested solutions worked for me. I managed to solve the issue and for me the problem was something I've never seen mentioned anywhere else. I'm making this post to help other players who might have the same issue as me. At first check if your firewall or antivirus is blocking 0ad, try port forwarding 20595 and so on ( like mentioned in other posts). But as I said, for me that didn't help. For me the problem was that my ISP was using CGNAT. CGNAT basically means that your router does not have an individual public IP address. It shares a public IP with other devices on the internet. This is how to check if your ISP uses cgnat: https://www.purevpn.com/blog/how-to-check-whether-or-not-your-isp-performs-cgnat/ If your ISP uses cgnat than thats probably what's causing the issue. Just call your the customer support of your ISP and ask them to give your router a public IP address that's not behind cgnat. In my case that solved the problem and it took like 5 minutes. (Also don't explain the problem to them it will just overcomplicate everything). To check if your ISP has given you a public IP that's not behind cgnat just follow the steps in the link above to check. If the issue remains with a public IP address not behind cgnat, call them again and explain your problem in details this time. If the customer support tells you they can't give you a public IP that's not behind cgnat or you need to pay extra just call a few times. sometimes it depends on who picks up wether they want to do this for you. If they really can't and you've tried everything else and the issue remains then the only option I see is to change ISP. I don't how common cgnat is the reason causing this error...but maybe cgnat should be mentioned somewhere in the error message to make it more clear. Also, please note that I'm not a networking pro so feel free to correct me.1 point
-
Frankly, it does make sense: glorious expansion extends the max population cap but you still need the corresponding number of houses. Actually, I believe this was the same since at least A26, if not longer.1 point
-
It could be that people like me who have a shared IP cannot access all the ports, because some of them are used for another router. STUN might try to use them though and give up? E.g. I cannot forward the 20595 port because it's given to another person with my IP1 point
-
Some trolls like to impersonate others. Thankfully MarcAurel is kicking them out on time. I don't really mind this as long as they don't ruin balance or defame the original user; I am just notifying you to look at usernames carefully before assuming who they are. Some hosts fell for the trolling. Examples of impersonating troll accounts: rice-curvature nice-curvature hakunamatatata phyZik PhyZic. PhyZic- .PhyZic. The correct spellings are: Ricci-Curvature Hakunamata PhyZic1 point
-
https://en.wikipedia.org/wiki/Garbage_collection_(computer_science) It's linked to our usage of javascript. As it happens, I also have a diff for this problem: https://gitea.wildfiregames.com/0ad/0ad/pulls/72391 point
-
1 point
-
Question: how can i compile A26 on Linux? There are many errors Well I am linux naive, so I can't help much. But downloads are here https://releases.wildfiregames.com/. Maybe you could try @andy5995's appimage? https://github.com/0ad-matters/0ad-appimage/releases its on that page if you scroll.1 point
-
No, its just an observation I made that the 4 linux players also report worse performance in addition to the stutter. I think there needs to be an a26-a27 profile comparison to put this suspicion to rest.1 point
-
Replaying this - I don't see an obvious point where lag shows up, it's just slowly slower over time. There are big lag-spikes from the full hashes - they take about 150ms on my machine and I have a very powerful computer. The biggest lag spikes are GC slices, which take around 350ms on my machine. Regular sim turns take about 30ms, so on slower computers that's a lot of lag. --- I suspect the phase 3 lag might actually be from the GUI update, which I won't see by just replaying.1 point
-
If you release cross-platform software the vast majority of feedback will come from Linux users, even if they're the minority of users. That's because Linux users are on average more tech savy and are used to debugging and opening bug reports. So that alone isn't necessarily an indicator for a Linux specific problem.1 point
-
I'm pretty sure someone can recompile the game and still play with people in the lobby if all you did was disable a check. Maybe someone more knowledgeable can confirm. A checksum can be networked, what isn't there can be made. Still leaves the problem above though. But you'd cut out a decent portion of cheaters, untill someone publishes an alternative 0ad build they can install with a simple .exe. It only shows signed mods afaik. Or better said, mods downloaded through the ingame downloader, which is the same thing.1 point
-
See https://wildfiregames.com/forum/topic/128082-capture-buildings/?do=findComment&comment=5939341 point
-
I was wondering how geniuses would solve the issue at hand. Tell us more please @Grapjas. The machine learning suggestion from @Seleucids sounds very promising, thoughts? We could also think of a partnership with this very reputable solution : https://www.easy.ac/1 point
-
"Controversial" mods such as ProGUI and chat hacks often leave behind unwanted signatures that expose them. Having a machine learning detector program running besides 0ad might be a solution. For example, we can implement ffm's script as a separate live application that sends a system message whenever abnormal activity is detected. Unsolicited behaviours such as private chat between specs and players will also leave a warning in everyone's log. Reveal map and other cheat commands will result in "invalid command" being printed in logs. If too much of these occur in one game then you know somebody is messing around.1 point
-
Unfortunately hot loading doesn't happen normally. The game only scans the mod folder once on boot, then never scans again. Even if you put in a new mod, it will not be detected by the mod selector until you restart the game. However, this is not an impossible problem: 1. We can always load a dummy mod which has all the dummy file placeholders, so that the engine is forced to consider all of the files there in live. Then, if we need to modify a file, we copy in and replace the dummy on the fly. To deactivate, we overwrite with dummy values. 2. We can add engine commands to check the mod folder more often for presence of new mods and hotload files. I'm afraid this might have to go to engine level. You can't really see into other people's mod files without hacking their computer filesystem. 0AD lobby 100% trusts your own mod reporter script during game registration, which only reports the title and versions of your active mods. The exact contents of your mod folders will never be transmitted to anyone. On top of this, people can edit this script to fool the lobby and other clients.1 point
-
They have returned in A27 as an official feature. Not sure why it was removed or why it returned. It is not a particularly OP item so no whines about it yet. I tested all of the things mentioned above, the decay then capture exploit does exist (except for siege). These are very creative and meticulous observations. However, nobody has ever tried to exploit these in a TG. Building houses to extend territory then delete is quite a large waste of wood and time. Not sure if it is actually advantageous in most standard TGs. The territory influence is actually quite strong for a single tower; you are going to need about 4 houses out to achieve this with certainty - 300 wood spent. Then, the gaia tower will shoot and hurt your units if you go back and re-capture. I lost 4 slingers just to get 3 towers up this way and it's not even that dense.1 point
-
Updated to Version 0.5.1 Compatible with 0.27.0 Added description to the first post.1 point
-
Because the civic center represents your influence over an area. Works a bit like a medieval castle would.1 point
-
I think this kind of comments from an unknown user is the reason why a bunch of old timers in the team have the feeling that 0ad players, especially those who have never written a line of code, live a bit disconnected from reality and disregard the major part of their free time (which is scarce in an adult's life) the devs dedicate here. Here Acero says in a aggressive tone and with utmost disrespect for our work that devs MUST deliver a flawless (but still free) product on each and every alpha, fix every bug immediately while also finding time and motivation to play the game in a competitive multiplayer setting. Guess what Acero: that leaves me the choice between giving up OR avoiding interaction with players. And players have been degrading my motivation over the years as the expectations have been getting higher. You should be asking yourself why, instead of disparaging us. Now I hope you understand why your tone is unacceptable Please delete your post which doesn't help, and I'll do the same with my bad taste parody. Instead we would be grateful to have profiling data and numbers instead of vague feelings of performance degradation. I do not question the fact that there is a performance issue, but right now it is unexplainable. As wraitii points out, it is not possible that the hashing is the sole culprit if you maintain that A26 was objectively faster. We need to understand that issue before we can think of fixing it.1 point
-
Would it make sense to introduce an option in the settings menu to select from (similar to formation control): Enemy Buildings: default capture/default attack ?1 point
-
Capture is no longer the default, you need to press the C hotkey to make units capture in this version.1 point
-
1 point
-
0 points
-
0 points
-
Although totally automated sniping as you suggest it wouldn't be that bad. I still think that some other ideas that were requiring some user micro could be fun.0 points