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Showing content with the highest reputation on 2025-06-08 in all areas

  1. Added warning of idle players after 30 seconds without command. I think this is important as some games are ruined by players suddenly leaving a 4v4 without notice. In lower rated games this gets triggered occasionally. I can't relate to that but I left the older version (the one without v00) without this if this is annoying. The chat command now also sends the version number (now 00), so if this gets a update and a version was known for false positives one can inform the mod user of the update.
    3 points
  2. Hi everyone, We are preparing the first "patch release" of 0 A.D., now that our workflow allows us to do that. We need your help testing it! What is a patch release? A patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28). There are two important aspects to a patch release: Patch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release. Patch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release. What is the current status of A27.1? We have setup all the infrastructure for generating patch releases, and a first testable version is ready for you. In A27.1 are included: a fix for the large performance issue observed by some players on older hardware several small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering) fixed support of Windows 7 a fix for modifying your lobby password when you have an uppercase letter in your username a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for changing player perspective in replays a fix for an out-of-memory crash in the JS engine when generating random maps a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails a fix for a memory leak in the renderer fixes for multiplayer port forwarding package fixes for Linux desktop environments various build fixes for Linux (some sent by package managers) A27.1 will not include: a fix for the Britons OOS on rejoin: unfortunately it would make A27.1 incompatible with A27 (against rule 1 above) any modification of simulation hashes: it could remove stuttering entirely, but it would make A27.1 incompatible with A27 (against rule 1 above) incremental simulation hashes: those improve stuttering as well, but are too complex to backport (against rule 2 above) How can I test it? You can download the release bundles of A27.1-RC0 at https://releases.wildfiregames.com/rc/ Please report below any crashes or new issues (that weren't already present in A27, unless they are listed as allegedly fixed above). Thanks for your help and support!
    1 point
  3. I modified the mod so it calculates a glicko-2 rating. Glicko-2 should get a bit faster to a correct rating than elo (which I tried before). The old local rating is preserved and in the graphs still shown. I only display the glicko-2 rating in the lobby and game setup. Glicko-2 starts at 1500. The other number next to it is volatility. Volatility starts at 200 and goes lower to find the accurate rating and stabilize there. Games are only evaluated if the victory state of all players are won or defeated. The result is not satisfying yet for me. I have played/spectated a lot of games this alpha, more than one could demand of another mod-user. I release it anyway for testing or if anyone else want to play around with it. It could be that this works better if: Team pairings are consequently made by this glicko-2 rating. This way if underrated players gets teamed up occasionally they could gain rating. This feedback loop could benefit the rating. On the other hand if e.g. one player is very strong and known for it, he might get paired with many very bad players and lose rating. Maybe it should not be done locally as then the rating pool gets bigger and better connected. Atm. good players only play with good players and the rating of them doesn't get elevated as high. Atm. I'm a bit disappointed and may not follow up on this but wanted to drop it here. But I mean, if you doubt the team game pairing this could be used as a guide and if it is wrong rating got distributed so it should work better next time. But before one trusts the algorithm I wouldn't put in the work to include the graphs. localratings_glicko2.zip
    1 point
  4. Regardless, testing of new software should be done in a blank-slate state, without any additional code. This is an established practice in software development, to better detect and isolate buggy code. Doing it any other way is just a waste of time, as you're all finding out now.
    1 point
  5. Thanks for the report, but the dump difference shows that you have a behavior difference in GUIInterface enabling range visualizations (for attacks, auras, and healers). This is definitely caused by one of your mods (I suppose it's Ricci's "rangedoverlay" mod, but if you're the one OOS, it can be one of your mods). You folks should stop abusing the compatibility checks system, or at the very least test RCs without mods.
    1 point
  6. Needs more optimization and more features. It must be in beta stage.
    1 point
  7. I am not involved with the team, so this is me talking out of my backside. I believe it makes no sense to push for Steam until the game gets a decent single player campaign and fixes lag in the late game (it's getting there).
    1 point
  8. @Deicide4uYou might try alpha 1 too!
    1 point
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