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Showing content with the highest reputation on 2026-03-01 in Posts

  1. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial. Here is a small mod to make all civilians have the sounds of the previously females citizens. CiviliansFemaleVoices.zip If you would also prefer with the actors changed to all females (for consistency for example) here is one that does that. CiviliansFemaleVoicesAndActor.zip
    3 points
  2. Hey everyone, I've been working on a dedicated server for 0 A.D. and it's reached a point where I'd love to get some community feedback on it. The idea came from two problems that have bugged me (and probably many of you) for a while: players who can't host games and players rage-quitting rated games. What it does (implemented and working): Game hosting - players connect to the dedicated server instead of directly to each other. No more NAT headaches. If you have ipv4, you can play. Lobby integration - the server connects to the lobby and games appear in the game list like any regular hosted game. Player rejoin - If you disconnect (crash, or intentionally), you can rejoin the game in progress. The server keeps the session alive. Rejoining with AI still not supported. Automatic controller assignment - the first player to connect becomes the game controller. Unlimited observers - no cap on how many people can watch a game in progress. Server-authoritative pause - In rated games, the server controls pause functionality rather than leaving it up to players. No more abuse of the pause button to stall or tilt your opponent. Every player has a total budget of 3 minutes. It used both for pause time and disconnected time. Rage-quit detection. When a player disconnects from a rated game without resigning, the server posts a public message in the lobby chat. It won't stop anyone from quitting, but at least there's a visible record. I hope this can be integrated with existing lobby bots. Auto-restart - when last client disconnects, server is pruned and started again from scratch. The server supports following operating modes depending on how you want to integrate with the lobby: - no lobby, for direct IP connection. - single lobby account - use your own credentials to host advertise the game in the lobby. The problem is that you won't see your own game. TBD - multiple lobby account - server can use a pool of lobby accounts. In this case it can host as many games as number of accounts provided. At the moment this is against TOS, to use multiple user accounts. so this mode is a proof of concept only. Technical details for the curious The server is written in Rust. It's a network-only relay, it coordinates packet forwarding between clients but doesn't run the game simulation itself. The actual gameplay still uses pyrogenesis's existing lockstep networking model. the server just sits in the middle instead of one player acting as host. Code is here: https://gitea.wildfiregames.com/victorcrimea/0ad/src/branch/feature/dedicated-server/server What I'm looking for: I'd love to hear from real players what features are especially valuable to you? Would you use this? Any concerns about the approach, reliability, trust, anything really.
    2 points
  3. @Stan`I think its time to introduce subforum A28 to the replay thread since its out.
    2 points
  4. https://youtube.com/shorts/N-CqtvriNP0?si=AW2GhL-fdvnOGSux
    1 point
  5. I have to admit that the Terms of Use aren't very clear regarding this, but I would argue point 8 and maybe point 10 as well apply. Such bots might also introduce additional security and privacy risks for our users and that's why we generally don't allow them. To be clear: Those are not artificial rules we made up for your bot, but something we have applied in the past as well, whenever somebody added a third-party bot to the multiplayer lobby. One difference of your bot, compared to other bots I have seen in the past, is that it implements functionality I can very well see to be integrated into 0ad itself (albeit I'd prefer a different interface between players and the dedicated server). The correct process is to go through the regular PR review process for that though and get it accepted into 0ad.
    1 point
  6. There are none really, we're basically adding anyone that makes contributions on Gitea. We're not really thorough about it, that's all.
    1 point
  7. When you normally host a game, server is created under the hood with random controller secret. Then you connect (locally though) to your server and by prenting that secret you are identified as controller, so you can change match settings and start the game, kick and ban players. As of the rest of the questions: even though I called it dedicated server, it nothing more than "just server". I do not host it for public use. I expect others (and wildfiregames eventually) to use it to host their own games. As of logs, it doesn't store anything but of course it has lots of debug prints. But in general, it doesn't "know" more about you than any other Game howt in the lobby when they host normally. DDOS protection is not implemented. But it is possible to write integration with fail2ban, so that offenders(incorrect auth, impersonation, too much packets per minute) canbe banned on iptables level. I never knew that langames have any rules regarding mods compatibility. But if you host in lobby it shows mods of the controller as usual. Draw in stale somewhat harder to implement without server-side simulation. Draw in laggy game is very much possible, since it is easily observable from ping times. Could you please explain how is it a violation of the ToS hosting a single game from single(own) account? It is no different than hosting a game normally. Just server is topologically decoupled from the client.
    1 point
  8. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial.
    1 point
  9. I think the problem is the lack of a Male Civilian voice sound. RIght now, they have same voices as citizen-soldier and thats creates confusion
    1 point
  10. I changed the description on my end, not big deal, now I get what is this option for, and it's nice. Hope it helps somebody. Thanks @guerringuerrin feldmap.zip
    1 point
  11. I don’t have a repo for this. Thanks for pointing out those bugs! I suppose I could fix those since the mod isn’t signed yet anyway.
    1 point
  12. @real_tabasco_sauce i couldnt find git repo of this but little bug on Shuffle checkbox description is the same as Balanced checkbox and theres also a typo in competitive :
    1 point
  13. That is just beautiful. Also possible a minimalist version (for non-technical players) Dynamic color would be a pro plus. I am using this for the moment, but clearly no the same.
    1 point
  14. OK so I managed to install the 0.28 version somehow and it runs fine :-) Sorry for all the trouble, you can close the topic.
    1 point
  15. My name is guerringuerrin and I'm not GuerinDinosaurCat, the one in the picture is my DinosaurCat, and before you ask: yes, I have a DinosaurCat. His name is GuerinsDinosaurCat
    1 point
  16. Look at Alex's reply to GueringDinosaurCat. GDC's comments been edited and replied by Alex after an hour before you even came.
    1 point
  17. I’m just convinced that you edited your original message to try to make me look bad
    1 point
  18. Like this: 1537665806_Desktop2026_02.27-15_47_28_03.mp4
    1 point
  19. ModernGUI R28 Update : The top panel is now resizable and support 4 presets that renders well Snapping walls (and palisades) now support snapping to other buildings better More stats, more tooltips, better panels! Direct Download link mod.io GitLab
    1 point
  20. @AtrikAre you one of these so-called "hero programmers"? And what about increasing the interval of the "Default zoom" a lot? Any time I change a small setting (for example just the sound volume) the game annoys me with the "are you sure"-dialogue.
    1 point
  21. Feldmap 3.0.0 feldmap.zip Added a button to turn on/off balancing Added a button to turn on/off team shuffling NEW (and returning) MAPS Lake: Wrench (partially bugged): Cross: River Island: Enjoy
    1 point
  22. @Atrik Congratulations on this new feature. I think it’s a huge improvement to your mod since it allows players to quickly get familiar with the fundamental settings and, most importantly, it lets them see the changes immediately, which makes it much easier to explore different configurations that better suit each player’s preferences. I’ve noticed two things that might be useful to you: 1. When using this minimap style resizing is no more available. if thats intended maybe it will worht to mention on the Wizard dialog. 2. When using Queue in idle buildings first on Batch sizes doesnt show correct amount of units to be trained (similar behavior of my customtrainer old version) Also, it only allows 3 queue items per buildings but I couldn't find an option to set this number Btw, this is a very nice feature I'd like to port to CustomTrainer, right now my mod only prioritizes idle barracks but adds units to every building selected.
    1 point
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