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  1. Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 27: “Agni”, the twenty-seventh and last alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the Hindu god of fire Agni (pronounced: /ˈɐgnɪ/). Trailers YouTube: PeerTube: Easy download and install Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Don’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always feel free to reach out to us for assistance. Moving away from the Alpha label Before presenting you with the new features of this new release, we would like to officially announce that this will be the latest version labeled Alpha. We have already updated the versioning scheme (this version being 0.27.0) and we will progressively stop using the Alpha label altogether up to the next release, which will be Release 28. Two decades ago, at the beginning of the development of the game, and with the subsequent open-sourcing, a traditional software release life cycle was envisioned. 0 A.D. would go through Alpha releases while features would be implemented, then some Beta releases where all features would be present but needing some more polish, up to a final Gold release of 0 A.D. Empires Ascendant. Years later, 0 A.D. is polished in many aspects, sometimes more so than some released professional strategy games, but not feature-complete. Moreover, it is unlikely that a final release will mean the end of the development: we wish to keep maintaining the game, bringing you technical improvements and adaptation to new hardware and operating systems. The initial Alpha-Beta-Release plan does not seem relevant anymore. In parallel, it looks like the gaming industry has also followed this path. Games now usually start in Early Access and may stay in this state for a few years while gathering a large community. The most successful early accesses are quite polished, without incapacitant bugs, but do miss a few planned features. It seems that this trend matches with our latest releases, so we will go with the flow. We hope to be seen, with the Early Access label, on mainstream gaming platforms, in one of our next releases. As usual, for the next alpha release, we welcome fan suggestions for words relating to the ancient world beginning with the letter B. This will serve as a compensation for the Beta label which will not be stapled to any future release as we would have thought! Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC). Top new features of Alpha 27 Vulkan Renderer Multiplayer Savegames Tips & Tricks Page Naval Overhaul Observer Flares New random maps: Foothills, Migration, Coast Range; New skirmish map: Isthmus of Corinth; and updated skirmish maps: Watering Holes, Sporades Islands New and updated art New maps The release features new maps on which to build and fight. The new skirmish map Isthmus of Corinth, displaying the famous location in Greece, features a rich land and seas stocked with fish. Mercenary Camps can be found as well as large Metal Mine deposits... but also pirate ships and brigands, as war-torn Greece is not without its share of dangers. Three new random maps will bring you challenges in ever-changing environments. The Foothills map features rolling hills and no obstructions to the vision range of your armies. The Coast Range is a strip of land between the sea and the resource-rich mountains, balanced for team battles. Lastly, the Migration map will have you starting in a small island: you will have to take your share of the resources of the larger central island if you wish to dominate your enemies. These maps were also added to the "Demo campaign - new maps". Engine Improvements The main feature of this release is the addition of a Vulkan backend to the Pyrogenesis engine. Vulkan is the next-generation open standard API for 3D graphics and computing, aiming, among numerous advantages, to offer higher performance and more efficient CPU and GPU usage compared to the older APIs by providing a considerably lower-level API for the application than theirs. Vulkan should make the performance of the game more stable and predictable. In some cases even faster, but only in some cases as we currently use it in a single thread. Upscaling/Downscaling support with FSR The new Resolution scale option, also called AMD FSR (FidelityFX Super Resolution) allows one to render the game at a higher resolution (eg. if you have a Full HD screen it could render the game at 4K), allowing for sharper visuals an better graphics at the expense of performance. You can also render at a lower resolution and then upscale the result, to reduce the graphical load and increase performance. GPU Skinning The new GPU Skinning config option allows you to delegate model skinning to your GPU, using shaders, instead of using your CPU for this operation. This is considerably faster and can bring you a performance boost of 10 to 20 more FPS. GPU Skinning also allows animated meshes such as elephants to make use of normal maps, improving the visual quality of models: Multiplayer Savegame As with single-player games, it's now possible to save and resume multiplayer games. When loading a savegame from the lobby or from the "Multiplayer" submenu you are led to the "Match Setup" page. There, you can assign yourself and other clients to player slots. Note that the AIs are fixed: it's not possible to take over a slot where an AI was, and it's not possible to let an AI take over a slot from a client. With this feature it is possible to try out a different strategy in a specific situation, to resume a game days later if you live a busy life, or to replace kicked or absent players for a rebalance of the teams. SpiderMonkey upgrades Throughout the release cycle, we have upgraded the SpiderMonkey JavaScript engine from version 78 to version 115. The various upgrades bring bugfixes, new features, and build support for more recent Python and C++ versions. The new SpiderMonkey versions also bring us new performance tooling which will allow us to identify and address more performance bottlenecks in the engine/scripts interface. Support for JS Promises Modders can now use Promises and async/await features when writing GUI or simulation code. The support has been introduced to make it easier to handle results from GUI child pages, but the feature can be used for other purposes. Fix lobby TLS connection on Windows With earlier versions of 0 A.D., it wasn't possible to connect to the multiplayer lobby while having TLS enabled on Windows. As that's the default, players had to find and disable the "TLS encryption" option in the settings and disable it, before being able to connect to the multiplayer lobby. This has been fixed now, so all players can now enjoy the benefits of TLS-encrypted connections with the multiplayer lobby. Other library upgrades and fixes Many other libraries were updated to bring security and usability fixes to 0 A.D. GUI Tips & Tricks page Our contributor Vantha has implemented a browsable Tips & Tricks page, accessible through the main menu. There, you will find all the tips that can be seen in the game loading screen. You will be able to learn new tricks at your leisure, while enjoying informative screenshots that can also be scrolled. Change lobby password Players are finally able to change their password for the multiplayer lobby. To do so, the player needs to log into the lobby and open the new "Account Settings" dialog, which can be accessed through a button in the lower left corner of the lobby screen. Phase indicators Our contributor abian has added visual indicators of the current phase you are at into the middle panel of selected units and buildings. Horizontal scrolling The GUI now supports horizontal scrollbars which allow displaying complex contents, such as the Structure Tree, at the lowest supported resolution. Work is under way to implement dynamic use of horizontal scrolling based on the window resolution, in the next release. Art Many improvements were made to models and textures, including new models for statues by our contributor nifa: It can be hard to realize how many incremental visual improvements have been included into the game over the years, but here you can compare a screenshot of the game in 2010: and the same scene recreated inside Alpha 27, fifteen years later: What a journey! A big part of this visual improvement is brought by a fix for the orientation of the normal maps of terrains, included in Alpha 27. In prior releases and for several years, the lighting on the terrain normal maps was incorrect by 45 degrees. And while the game still looked nice, there was an underlying almost subconscious wrongness to the look of the terrain. Release of a 2nd 0 A.D. Soundtrack Album After the release of a first album of the 0 A.D. Soundtrack in 2018 (available on Bandcamp as well as major streaming platforms) under the Materia Collective label, our composers Omri and Sam have been preparing a second 19-track album, including new music from Alpha 26, as well as remastered versions of classic tracks which will be included in the next release of the game. We will keep you updated very soon with links, so you can enjoy this music outside of your game sessions. Gameplay Civilization Differentiation Spartans, Romans, Athenians, and Macedonians are now more unique. Spartans focus on champion hoplites available from the village phase, with unique techs. Romans get the “Marian Reforms” tech, reshaping their roster at some economic risk. Athenian spearmen can promote to champions, and they gain Hippocrates as a town-phase hero. Macedonians can construct the Arsenal in the town phase, allowing earlier access to bolt shooters. Player-Controlled Building Arrows Players can now direct building arrows like any other unit using the hotkey ‘f’. By default, buildings target the nearest enemy. Naval Overhaul Warships are categorized as Scout, Arrow, Ram, Fire, or Siege ships. Garrisons no longer boost firepower but remain available for transporting soldiers. And the new tech tree for warships will fuel the arms race for supremacy over the sea. Capture Changes Following player feedback, units now attack buildings by default when right-clicking them, with the "C" modifier enabling capture instead. Capture defense now depends on the capture attack value of garrisoned units, making it harder to defend key buildings with weaker units. Cavalry units have been tweaked to be less effective at capturing or defending buildings. Elephants Elephants are reworked into multi-purpose shock units with a hack splash attack, excelling against infantry and cavalry while still somewhat effective against buildings. New Champion Variants Chariots: Expensive, less agile than ranged cavalry but more durable. Spear cavalry ("Cataphracts"): Heavily armored but slower. Longswords: More expansive than swordsmen but deal splash damage. And more ! Balancing adjustments Melee Rebalance Melee units now deal 50% more damage but have reduced armor, while ranged units deal 25% less damage. This makes melee units more threatening and less of a damage sponge. The promotion bonus for melee citizen soldiers have been reduced, while mercenaries now gain 10% more attack. Territory Influence Changes The territory gain with each phase is decreased, and the cost of a new Civic Center or Colony is decreased. This makes expansion a more strategic and impactful part of gameplay. Wall Buff Wall garrisons have been doubled, allowing two rows of units to be visible when fully garrisoned. This aims to make walls a more effective defensive tool, as they are currently limited mostly to blocking movement. Siege Balancing Ranged siege units have a faster prepare time to make them feel more responsive. Catapults gain a splash attack with a small radius. Pack and unpack times are significantly reduced, with bolt shooters having a slower movement speed to compensate. Battering rams take more damage from ranged attacks, reducing their effectiveness when unprotected. Garrisoning infantry inside rams increases their speed and acceleration. Miscellaneous Observer flares and chat notifications for flares Observers can now send flares to other observers. Flaring is now also shown as a chat notification, which is clickable to center the view on the signaled area. Some fixes against cheating We have included some protections against some mods which would allow cheaters to reveal the map or exploit bugs against opponents. Increased maximum selection size Thanks to regular performance improvements, we have decided to increase the maximum number of units in a selection to 300. You can find a comprehensive list of all the changes on the page wiki:Alpha27. A new development and contribution environment This summer, we were able to perform a long-awaited migration to a git-based development environment. We had been using SVN as our version control system, which was adapted to our use and especially adapted to manipulating game assets. However, this limited the agility with which we could provide and accept code contributions. Our new environment also allows us to leverage powerful tools of Continuous Integration and Continuous Delivery, improving the stability and the quality of the game during development. You can read more about the migration announcement on this forum topic. Team Changes phosit, who joined the team during this long release cycle, is now a well-known programmer and almost an old team member (!), with contributions in many areas of the engine and the game. More recently, sera has joined the Programming team and has made numerous contributions to the build system in the context of the git migration. Last, but not least, real_tabasco_sauce has joined the team as Gameplay Developer after his invaluable help throughout the preparation of Alpha 27. Now is the time to contribute! With our new developer environment and our plunge beyond the Alpha label, now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life. We are in sore need of contributors in the following areas: Video Editing Social Media Management Website Design We are also always looking for, and providing an improved contribution environment, for: Testers and Quality Assurance enthusiasts Translators (get started right away on Transifex) and of course, Developers and Artists - the team will gladly welcome contributions in all areas. You can also support us by simply donating. Next Events We will be present at FOSDEM 2025, with a booth on the floor level of building K. Come and say hi! Reporting issues If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet. Subscribe See our LinkTree. For press/media inquiries, please DM @play0ad on Twitter or webmaster at wildfiregames dot com.
    37 points
  2. Hello everyone! We are now in Feature Freeze for A27. With the new git workflow, a few things have changed (improved, we hope). The nightly-build tracks the state of A27 and can be used to test the new version. It is generated daily, and you can get it using SVN. Detailed information can be found on the wiki if you try to build the game on Unix, please note that the build process has slightly changed. you need to run first libraries/build-source-libs.sh, then build/workspaces/update-workspaces.sh, then make as usual Mock Release Bundles are also generated daily, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here. For now, we have a few bugs to fix, you can find them on the Alpha 27 Milestone of our bugtracker. A higher overview of the release process can be found at [RELEASE PROCESS] Alpha 27 Contrary to previous releases, we are able to use a git branch for preparing the release. Thus, the contribution workflow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Alpha 27 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions. Please make sure no mods are enabled when testing the game. Note that the "spirv" mod for Vulkan shaders is obsolete. The nightly build and bundles already contain the shaders. You can delete all trace of this spirv mod from your computers. It will not be needed anymore. What should I test? Everything What should I report? Not everything. We must fix regressions (stuff that used to work, but doesn't work anymore) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multiplayer OOS. How to report them is detailed in the ReportingErrors wiki page. With the new daily generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS. Happy testing!
    17 points
  3. Hi everyone, For a few years now we have pondered whether git would be the right VCS for the development of 0 A.D. One of the main selling points of git is the ability to create numerous branches for parallel development of features and bugfixes. Several popular platforms (Github, Gitlab.com, ...) leverage this to provide a feature-packed development environment, where people can contribute, discuss, review, and test patches. Historically, the development of 0 A.D. has been performed using SVN, which is a bit old... but suits our needs in a number of ways, already discussed elsewhere. We are using Phabricator to supercharge SVN with a review and CI/CD platform, but alas, Phabricator has been abandoned by its developers. In any case, a lot of contributors in the past couple of years have expressed disappointment with the peculiarities of Phabricator. Thus, we have discussed finally moving to git, without any strong urgency or hard opinions on the matter. I have proposed myself to set up a migration path and a new development environment for 0 A.D., and I am proud to present it to you folks today. I have started working on this "for real" more than a year ago, and started dedicating all my "0 A.D. time" (which has been very scarce) on this project at the end of Spring 2023. It is still, unfortunately, very much a work-in-progress, but now is the time to reveal it and receive feedback. Ideally, I would like to collect feedback from the community, finish the CI/CD system, and fix bugs, over the course of the spring, with the aim of performing the actual migration, if the community wishes to perform it, during the summer. As always, delays should be expected. It is worth noting that personal changes in my life/work balance will give me more free time after the summer. Thanks in advance for the feedback you will provide Presentation of the Proof of Concept I am self-hosting the services for the duration of the tests, so that I have full control and do not divert resources from WFG. All URLs are under itms.ovh, which should eventually become wildfiregames.com Email does not work on this Proof of Concept! I have no will to setup email and I certainly don't want to spam anyone with tests. The services are not updated automatically: the full migration takes around 48h and necessitates some human input. The PoC I am presenting was generated from scratch the past two days. I will update stuff from time to time, when I fix bugs or when I'm bored, but don't expect the PoC to follow the actual development of the WFG services. Please test as many things as you want and don't hesitate to try to break things! Now is the time to make sure I didn't forget anything. All the data sent to the PoC will be wiped out whenever I re-migrate the services, and of course whenever the actual migration happens. Please feel free to play around all this. The services (this will be regularly updated) - gitea.itms.ovh The development platform. This is an instance of Gitea, a self-hosted lightweight alternative to Gitlab/Github. If, in the far future, we want to stop self-hosting stuff, Gitea is compatible with Github features to allow for easy migration. The git repository is at wfg/0ad. Commit messages were reformatted, contain the original SVN revision, links to other commits are preserved as much as possible. The HEAD revision of the main "trunk" branch is the HEAD of the SVN repo. If you wish to use the git repository for development, you must, for now, use the "future" branch, which will be merged to trunk upon the migration. All Gitea users were imported from Trac. Since email does not work, if you want to login, shoot me a DM and I'll send you a password. All Trac tickets are imported at wfg/0ad/issues. The Trac wiki is imported at wfg/0ad/wiki. I tried to self-document the PoC as much as possible, so please read the updated pages, especially BuildInstructionsGettingTheCode and BuildAndDeploymentEnvironment. The FAQ is defaced beyond readability because of its formatting peculiarities, work is needed, my apologies to everyone who worked hard on the visuals of the Trac page... - trac.itms.ovh A read-only copy of Trac, upgraded to the latest release. This serves as a reference, and can stay online as long as needed. See below for the redirect tool. - code.itms.ovh A registration-disabled copy of Phabricator, upgraded to the latest version (RIP). All the inactive accounts were deleted, especially the dormant spam accounts. We need to keep all the discussions on patches and commits online, however, Phabricator is now a security liability. I disabled the API access as well as the possibility to upload new diffs or files, and, in the future, I might make it read-only. I will consider migrating to Phorge (the community-maintained fork of Phabricator) when they officially support PHP8, which will allow us to stop using a deprecated version of PHP. However, migrating to Phorge does not mean we will start using Phabricator again. - svn.itms.ovh The old and new SVN repositories. This holds the current ps repo (which will stop receiving commits after the migration), the audio and art sources (which will keep working as-is), the new libraries repos for precompiled Windows and for bundled libs, and most importantly the new nightly-build repo. The nightly build can be used by anyone to test the latest development version. Please read NightlyBuild if you want to know more. - ariadne.itms.ovh Ariadne is a small redirect tool I wrote as a drop-in replacement for Trac or Phabricator when/if we decide to drop them. A lot of links to Trac exist on the Internet. You can follow Trac-like paths on Ariadne to find the relevant content. Each Trac page displays a link to the associated Ariadne path. For instance : A ticket https://ariadne.itms.ovh/ticket/666 A wiki page https://ariadne.itms.ovh/wiki/Manual_Settings A SVN changeset https://ariadne.itms.ovh/changeset/28056 A Phabricator commit page https://ariadne.itms.ovh/rP28056 A file in the Trac browser https://ariadne.itms.ovh/browser/ps/trunk/source/test_setup.cpp Ariadne also provides a nice page for knowing commit correspondence, just use `rXXXX` as path: https://ariadne.itms.ovh/r28056 https://ariadne.itms.ovh/r28000 Enjoy! And see you soon for regular updates
    14 points
  4. Missing a few years ago and old players. Our time was spent having fun, without personal attacks or anything like that. I've been online since the first lobby, where there were a maximum of 10 players, and I've been present in all subsequent versions, and I can say with certainty that this is the worst generation of players 0 AD. You've managed to divide a super small community into small groups that hate each other. Moderation was never necessary for things to go according to the rules, the fact now is that most of you are rude and can't follow the minimum required conduct. Anyway... I won't go on here, I don't usually share this type of topic, but I thought it was necessary this time. Hugs to everyone and a great year ahead.
    12 points
  5. In Belfast we had a 0ad gaming session in a new esports cafe on Friday night. All newbie gamers so hoping some of them stick around.
    12 points
  6. https://www.lpi.org/blog/2024/12/04/0-a-d-reviving-history-in-real-time-in-foss/?utm_medium=social&utm_source=twitter&utm_campaign=fosspotlight
    11 points
  7. This post is an initial gauge of interest. I've been working on this scenario/skirmish, called "Ionian Revolt," which is based on the Miletus Peninsula map, and what it does is that it greatly enlarges the map, mirrors Miletus Peninsula so that there are 2 peninsulas facing each other, allowing for 4 human players. The major difference though, is that off to the West is another land mass, occupied by a 5th player, which can be either a human player, a sort of "Dungeon Master", a custom AI, or unassigned for easiness (but uses triggers to enact certain policies). The main objective of the scenario being that the first player to capture the "Wonder of the World" from player 5 on this landmass becomes the winner. I call the 5th human player the "Dungeon Master" in reference to D&D, because this player's main focus is to just harass the other 4 players and build up their own island for the eventual assault, basically to keep the narrative going. This 5th player's whole purpose is to defend that Wonder and keep pressure on the other 4 players who are duking it out for supremacy on their respective peninsulas. 5th player gets 2 smaller islands on the other side of the map, too, from which to launch raids. My initial thought was that this player's gathering capabilities should be nerfed considerably, and then they receive a tribute of resources from Gaia every 10 minutes, with which to use to building ships and troops and go harass the other players. (Above: The Dungeon Master player can hire Pirate ships from these docks and harass the other 4 players. the other 4 players can turn the tables and capture these little islands for an advantage [they too can then hire pirate ships]) Side quests: It would be cool to include a couple side quests or easter eggs. For instance, travel up this mountain pass, kill these two Snake Cultists and you gain the allegiance of their captives, plus a benefit for either capturing or destroying their Snake Cult Statue. A rather big Easter egg on the map already is the recreation of the tourist destination of "Pirates Cove" (Navagio Beach) on the Greek island of Zakynthos. I AM ASKING FOR HELP. I am pants at making triggers, etc. and would like help making triggers and other scripted events occur to make this map something big and worthy of a saved game or two. And then, once it's at a good state with your help, make a Pull Request to include it into the base game for Release 28 as part of a batch of scenarios and skirmish maps that we hope creates a whole other style of single and multi-player. Narrative multiplayer. This post is an initial gauge of interest.
    10 points
  8. No todo van a ser Griegos; Yayoi (Japón) Gojoseon (Corea) Sármatas (Ucrania/Rusia/Kazajistán) Libios (Libia/Egipto/Chad) Pámpidos/Pampeanos (Argentina/Uruguay) Paiute (EE.UU) Vyadhapura (Camboya/Vietnam) Macrobianos (Tanzania/Kenia/Somalia) -Y hay muchos más...estoy desarrollando los con @Lopess Disculpen las molestias*
    10 points
  9. The idea came from an age-old patch on Phabricator that let players cycle through the tips on the loading screen. We came to the conclusion that the loading screen was too laggy and often shown too short for this feature to be useful. So, I instead implemented a popup accessible from the main menu via 'Learn to Play' => 'Tips and Tricks' containing the (previously only) loading screen tips. There, players can take all their time to throughly read and browse through the tips. And I also enhanced its visuals by adding a new bullet point sprite, a subtle decoration below the title, and a new button style for the 'Next' and 'Previous' buttons. So far, maybe half a dozen people have seen the diff Phabricator, which is why I decided I'd make this post before porting the patch to Gitea. Here is a short video showcase: sceenrecording.mp4 Any feature ideas, any opinions on the design? Of course, the tips will continue to be shown on the loading screen as well (with the new design), but without the ability to scroll through them.
    10 points
  10. The first Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ Please report any issues in this thread! We are preparing the announcements, hoping to deliver this new release soon if no breaking bugs are found. Thank you to everyone who has already tested and provided feedback on the mock bundles.
    10 points
  11. Dear contributors, We plan to perform a long-discussed migration to git as our version control system. We have been very happy with SVN for a long time, for its simplicity and its ability to handle our game assets. But we yearn for the collaborative features of git and for the many git-based tools that would allow for a more efficient development process. We managed to keep using SVN and to collaborate efficiently on Phabricator for the past 6 years, but unfortunately all good things must come to an end, and Phabricator is now unmaintained. We thus decided to take the plunge and to migrate to git, and we have chosen Gitea as our self-hosted git forge. Our historical Trac bug-tracker will become read-only, and its contents (tickets, wiki) will be entirely migrated to our Gitea instance. After some time, Trac will be stopped, and links to Trac will be redirected to Gitea. Access to our Phabricator instance will be restricted so that our contributors can port their open work to Gitea. After some time, all sensitive user data will be deleted from Phabricator, which will become read-only. Please keep in mind that, even though Phabricator holds a meaningful history of important discussions, it constitutes a security liability. We cannot guarantee to keep it online indefinitely. No ready-made tool exists, at this moment, to migrate Phabricator discussions to Gitea. The migration is planned to happen on the 19th and 20th of August (European hours). During these two days, the aforementioned services (Trac, Phabricator) and the SVN repositories will be down. Development progress will be halted. We plan to provide a functional git-based development environment immediately after the migration. Most CI/CD systems are ready to be launched, and user documentation is ready. But the transition to a new development flow will, of course, take some time. We hope that this transition will allow us to make swift progress on the long-awaited release of the next Alpha.
    10 points
  12. Alpha 27 is near and it's time to start thinking about the art goals we'd like to hit for Release 28, which is a release we hope will make a big splash. Finish the Cimbri faction (early Germans) New Market model Make the building models looked more "lived in" with props such as vines, etc. Commission an artist to create portraits for the Heroes, roughly in line with the portraits of other heroes already in the game. A new Wonder model. What else? Create Ramming animations for Ramming Ships Essentially just need to "reverse" the walking animation for a few cycles, then go forward again. Can this be done programmicly or will it actually require new dae animations? There are several Ramming Ship models in-game. Add a "dust" or "debris" particle upon collision? Terrains & Biomes Fill out the "Italy" terrains more Fill out the "Steppe" terrains more China biome? Need to replace the chief hunting source on Steppe maps (horses) and expand our Asian animal list a bit Saiga Mongolian Gazelle Goitered Gazelle Wild Ass / Onager Bactrian Camel Yak Przewalski's Horse Persian Wonder Apadana of Darius Perhaps a few more "Wonders of the World" to go in conjunction with a new "Capture the Wonder" game mode? Re-top Athena Parthenos model from DE to reduce number of triangles by half for inclusion in the game. Battering Ram models Chinese Kushites Carthaginians Add garrison flags to all Ship models Hero Portraits Find someone to remake all our hero portraits at a higher and consistent quality? More Statues, Shrines, Artifacts, Eyecandy Would like to introduce the concept of Cultural Artifacts to skirmish maps in main game. More Shrines, at least one for each civ in the game. Greeks and Persians are already covered. Statues and other similar eyecandy objects for all the cultures in the game, not just Greeks and Romans, although more Greco-Roman stuff would be nice too.
    9 points
  13. I'm happy to announce that I've been porting all features of boonGUI and proGUI into a new UI bundle for A27! Doing it made me realize once again how much work has been put into the development of 0AD but also to all those who contributed to the components of this bundle. So thank you! GitLab link: https://gitlab.com/4trik/ModernGUI DirectDownload link: https://gitlab.com/4trik/ModernGUI/-/archive/master/ModernGUI-master.zip In this mod: Retrieve your favorite A26 GUI style with a Quick Configuration page once you launch the mod. New exclusive features, like kill counts, flare message and more! (the skulls near unit icons indicate for Player unit kills and Gaia entities kills) Explore tones of extra options in your settings to customize your GUI! Hope you'll try it out and enjoy! Please report any bugs and feel free to suggest improvements.
    9 points
  14. Wildfire Games would like to send you its best wishes for 2025! May you have a prosperous New Year!
    9 points
  15. You have played hundreds of temperate mainland games, maybe thousands? You mastered to hit the population cap of 200 before minute 13 with ease and your playbook contains a big variety of build orders as well as strategies? Good, let us call that a training for what comes now: The Ginnungagap christmas special Every day until christmas i'll reveal in this thread a lovingly selected map and setting specially chosen for you, furthermore times and dates when we'll play. I would love to in invite you warm-hearted to play together on woodless ice landscapes, a extinct vulcan or battlegrounds that might be flooded. Let's play some already half forgotten community maps and scenarios where so much gaia is crushing your base that it will make your CPU melt, increasing the warmth brought to you when some awesome community members come together for the simple joy of a good free game. Next game: House rules: Chat language: → Youth-friendly, → non-violent → and in a good manner. Who plays here: → Long term community members and experienced players. → No new or unknown accounts will be assigned to play. Accounts with a high number of games in my archive will probably be assigned automatically. If you not have been assigned automatically and think this game is for you write: "!play!" If you then are recognized by host or already assigned players you might get a seat. → If more players join then the map setting allows we will prioritize by game count. Means old accounts with more games played are privileged play. No first come first serve mentality here, this time. To verify your claims we use the lobby statistics and my replay archive where many of you are in 100+ games. This is for you. Mods & Cheats: Modify your GUI until your map looks like a candy cotton planet? → Yes please ! Bypass fog of war, view enemy statistics, scripted unit behavior? → Clear no ! Reading chat messages which are not addressed to you? → How dare you to even think about trying this ? No really, what is wrong with you? Balance: Balance is a myth. But let's try to discuss together, to find team compositions that will lead us to a fair and pleasureful game. By hitting ready you approve to given balance/myth. In game: After map was generated, a few seconds into the game, we pause for up to 2 minutes for a tactical team chat. Spectators are not allowed reveal any in game information. This also applies to writing "gg" if not specifically asked. Game list: (Hyperlink in map name) Edit history: (This post will be updated regulary to find actual game on first post)
    9 points
  16. The current pack/unpack icons are very similar to each other and it makes it difficult to recognize quickly what button does what: The issue is that the buttons contain very similar colors and shapes. Oftentimes when I notice bolts doing something I didn't intend, I try to use these buttons to ensure they are unpacked only to accidentally hit "pack". These are what I proposed for unpack and pack: I think they are much better distinguished, with both very different shapes and colors. Thoughts? On a side note, at some point, I think it would be a good idea to throw out the "cancel" button entirely, since clicking "pack" while unpacking would intuitively cancel the unpacking action.
    9 points
  17. News are coming soon. The plan is to get the release out around the new year.
    9 points
  18. I am happy to present the start of a new single player campaign called "Carthage: New Beginnings". The campaign will cover Dido's departure from Tyre up to the founding of Carthage. This campaign will be fairly short, about 6 or so scenarios. They are mostly done and I will be porting each one to the current version of 0ad and provide an update every few days. Chapter 1: In the beginning You are Elissa -- the sister of the tyrant of Tyre, King Pumayyaton. All your life, you have dreamed of glory but lately, your brother has been increasingly pushing you out of power and out of influence. You sense that is the time to make a move. And what better way to show your abilities to the citizens of Tyre than to raid a band of Celts who have recently moved in and established a small fishing town on the mainland. But first, you must figure out how to get your elephants across the sea as to take down the settlement's fortifications. Your husband, Acerbas, the High Priest of Melqart, has an idea. A band of pirates holding out on an island to the north-west, has stolen an ancient relic. Should you be able to return it, he will secure enough money to purchase you a ship that will be able to carry the elephants across the water. But you must be careful - our current ships are weak and can only be used to ferry our soldiers but not for battle. AI Settings: Player 5 should be on Petra with a difficulty of your choice (the hardest for best experience). All others should be set to Sandbox. Note: you may need to know a tiny bit about the geography of Tyre to know which was is North Where to get the scenarios: https://github.com/SciGuy42/Carthage_BeginningsGloryAndDemise/archive/refs/heads/main.zip You should extract the files in your /mods/user/ folder. On Linux, that is typically located in /home/.local/share/0ad/mods/user/. Note that the repository contains additional scenarios but I haven't tested them yet and they most certainly need fixes and a play test. But coming soon! I play tested on the following build: Mar 22, 2022 (25860-release), which is the default version on Liniux when installing from the "universe". There are probably issues with newer versions if the javascript API is not backwards compatible or if template names changed. A few screen shots from the game play: Some questions for developers: 1. Can some point me to the function I need to call to display text in the same place where we see notifications, like when a players enters a new phase? Since the objectives change throughout the game based on events, I would like to periodically print the current objectives to remind the player. 2. Similarly, is there an example of a dialog box but no so much a dialogue with 2 options but just 1 option? I found the example with two buttons and am currently using that but I don't actually need two buttons and which button is pressed is irrelevant. Observed issues: 1. One of the docks that the AI build rotated the wrong way by 90 degrees, instead of the dock facing the sea, it was oriented parallel to the shore. 2. The first time I used catapults, I gave them the command to attack a fortress while the catapults were packed. The moved closer to the fortress, unpacked but were still outside of range. I had to pack them, move them closer, then unpack and then they worked fine. Want to help? While I am quite proud of my Tyre, it can use a round of, let's say, "beautification". If you like that sort of thing, let me know, I can give you permissions in the repository. The only constraint is that I'd rather not move the docks and also the passages to the harbors should probably not get smaller. Eventually I may need an "early" Carthage but probably not for the first few missions. If you want to help there, I am already thinking of one possible scenario that would take place in Carthage, let's say, 10-15 years after it was founded. I also need a mod file but I don't know how to do that. The other way to help, of course, is to play it and write back with how it went. Enjoy!
    9 points
  19. This is an oversimplification of the situation. As ffm correctly points out, the full hashing is a feature that cannot be removed lightly. We are working actively on the issue, as you can see from the linked technical discussions. What we will not do is hurriedly release a new version. We are carefully fixing a few bugs the right way which will take time. Thanks to our new git workflow, we are able to prepare a 0.27.1 release in an orderly way, something that wasn't possible in the past. It will also take some time to get the process right, as it will be our first patch release. The future release 28 is in active development and should be out in Q4 of 2025. I cannot give you an estimate for 27.1, but it will be as fast as humanly possible on our 100% volunteer free time. If A27 is not playable for some people, then it means it was even worse for them in A26. Indeed, full hashes were performed in A26 as well. The numerous performance improvements we released are just making that bottleneck prominent. It is alarmist and totally incorrect to insinuate that A27 would have higher spec requirements than A26.
    8 points
  20. Dear all, Long ago (A24 was the current version) I made a mod to replace in-game player colors. It was never published on the forum, although it is publicly available on my GitLab. Better leaving a trace here on the forum than out in the internet wilderness. The mod is named CustomColors and the current version 0.27.1 is compatible with Alpha 27. When I developed this mod, there were already other mods implementing color changing - and maybe it is still the case today, but the existing solutions were not satisfactory to me, as those mods replaced colors everywhere... including replay files! Hard-coding colors onto replay files has some disadvantages (noticeable f.e. when when sharing replay files with others or when playing replays). So I opted for a more flexible solution and the CustomColors mod was the result. Perhaps one day the possibility of customizing player colors will be a built-in feature of the game. Color replacement, in two screenshots Here is where colors can be changed: And here is how the result looks like: Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
    8 points
  21. autociv.zip Here is autociv with overlay stats, as well as option compatibility with other mods fixed. (I was asked to do this for a while lol)
    8 points
  22. Working on some new tip images... My computer is quite old, so I usually keep my graphics settings at medium to low. But every time I crank them up to take some screenshots, I'm just blown away by how good everything looks - even up close. It's truly incredible. Huge respect to the people behind it.
    8 points
  23. I started working on an olive oil mill building using the references provided by @Lion.Kanzen and this is to get a first impression of how it could look like in the end. Any ideas about the general setup of the building? How many wings and roofs and in what directions? I tried to keep it comparable in size but distinguishable from the farmstead, storage and corral.
    8 points
  24. I'd like to clarify, I don't think the game is completely off the first design - I'd estimate it is 80% there. You guys have done great.
    8 points
  25. 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.
    8 points
  26. I'm glad to announce that the Tips and Tricks page will be part of Alpha 27! The pull request has been merged this morning. See commit 1792f0d065.
    8 points
  27. Current progress! Design: @wowgetoffyourcellphone and @real_tabasco_sauce Artwork: @Duileoga and @wowgetoffyourcellphone and @wackyserious and @Lion.Kanzen (Early) Germans 2nd -- 1st centuries B.C. Civic Center Wagon Encampment (Upgrade) Fortified Encampment Houses Farmstead, Corral, Storehouse Barracks, Great Hall (train Champions and Heroes), Stable Market (needs and new model), Forge Temple, Arsenal Walls, Sentry Tower, Defense Tower Fortress Wonder Units
    8 points
  28. The migration is done! The last part of it was quite rough, as we had an unplanned and unrelated server outage this morning, which set me off track. Please expect some features to be still partly activated while I go through things in the upcoming days. NOTE: Phabricator is down for the night (it redirects to the "ariadne" tool for now). It is trying to rebuild its search index, which incurs a huge load on the server. I'll let it run overnight while activity is low. Now you can issue a password reset, email is activated NOTE: Those are the Trac accounts, not Phabricator ones. (don't hesitate to PM me if you have a doubt about your email address). Thanks for the praise, it means a lot!
    8 points
  29. Hello folks! I have been hard at work on this, and things are starting to look usable. Here is a (probably incomplete) changelog: The CI works! It is still a bit raw and I deactivated it to save space on Jenkins, but I am now working on improving it. It is the last big chunk of work I have to perform, and then we will be ready to migrate. The nightly build now exists! Get it via SVN at https://svn.itms.ovh/nightly-build/trunk. It is generated from a month ago but I'll update it through Jenkins in the upcoming days. All the documentation was updated and improved during the JDLL event in May where I presented the project and received some feedback. I also improved the Privacy Policy based on feedback. Please head over to the wiki especially BuildAndDeploymentEnvironment. I need help! The glorious FAQ has been defaced by the conversion to Gitea, which uses Github-flavored Markdown. Is anyone interested in working on manually restoring the appearance of the FAQ, adapting it to its new home on Gitea? Please let me know if you wish to help. Basically it would be necessary to 1) cleanup the structure of the page, fix the tables, the raw HTML and hard links and 2) improve the appearance just like it was done on Trac, but using Markdown features instead of Trac features. The git repository now has a script for getting translations straight from the nightly build (the same will be done for Vulkan shaders) Links to changesets in the format [25001] on Trac are correctly converted to 04ec75ed7e on Gitea (and I fixed the commit text in that specific revision) Important Trac keywords (regression, pathfinding, design, ...) now have a Gitea label, but I can't easily automatically convert keywords to labels, so I will add the labels manually after the migration. Thanks in advance for your feedback!
    8 points
  30. Good news! I have finished encyclopedia GUI page! Functionality has barely changed, but I designed the UI and layout of the page. This included creating various fonts, ornaments, and a lettering as well as multiple new looks for scrollbars, dropdowns, buttons, and much more. Here is a short showcase: screen-recording.mp4 I updated the GitHub repo if anyone's interested in the code and also created a mod for everyone to try out and use, please let me know what you think. Nothing is carved in stone; I'm open to feedback or suggestions. 0 A.D.'s Encyclopedia.zip
    8 points
  31. Hey 0AD community ! The Robots Uprising Mod is in progress and still in development but we have some good news for you all ! Before releasing the project in June 2024, we wanted to show you the progress of our project with screenshots or by giving you some news (we are a small team so don't be mad at us if there's not so many news around here, we are doing our best !). We actually finished modelising and texturing our ground / levitating Robots ! Enjoy !
    8 points
  32. I created a few small maps and I wanted to see what people think. This is my first time trying to make a proper map that is balanced. Also, while making these I noticed that arrows from from towers (and possibly fortresses) can travel through terrain and hit something on the other side of a mountain. hughsmaps.pyromod
    7 points
  33. Adds the ability to recruit Heroes from the start of the game in the Civic Center. Their stats are reduced. HP count: Infantry 250 Cavalry 350 Elephants 1100 Melee and Range: At or below Champion level. Range: Additionally reduced damage. UPDATE 0.2.0: All Heroes have 2 auras added, with small bonuses for units and research. Added 3 Tactics. Switching is done using the unit upgrade icon when selecting a Hero. Neutral => Def => Att => Neutral Neutral - no bonuses Def - units and buildings get bonuses to defense stats. Att - units and buildings get bonuses to attack stats. Heroes can Promotion up to level 3. Tactics bonuses increase as they advance to the next level. hero-rebalance.zip
    7 points
  34. New version 27.0.2 Updates - Compatibility with 0ad 0.27.0 - Added to the mute list the lobby moderators Fixes - Stats overlay doesn't trigger errors - New game shortcut form lobby works again *Notice: Post here any errors you encounter, I might have missed some things to fix. Happy 0ad playing!
    7 points
  35. I'm creating a topic to promote this mod, in which I'm making much of the art created by @Duileoga available. This mod is mainly intended for fun and the promotion of civilizations from the most diverse corners of the world. I hope you like it, as all of this is created in our spare time and without any great intentions, anyone who wants to use art to create the most diverse mods is welcome (and let us know as we would love to play). CIVs: (playable, with some errors, with time they will be resolved) Lusitanos. Mayas. Mochicas. Garamantians. Yamatai. Development (updated): https://github.com/wltonlopes/Endovelico Link official: https://github.com/OilamDuileoga/Endovelico (I'm sorry for my english google translate)
    7 points
  36. As we approach the New Year, I want to thank all the developers, designers and everyone else who made this great game and continue to improve it.
    7 points
  37. I'd like to share some updates on the project. Here are some of the features we aim to include: Expandability through mods, without a strict dependency on the "public mod" (though compatibility with it will be maintained). Support for backend devices, both current and future. Independence from wxWidgets—no need for it to function. The project is still in its alpha stage, so a lot of code refactoring, UI polish, and additional features are still needed. Currently, I'm working on integrating the features available in AtlasUI. Some concepts REPO: https://gitea.wildfiregames.com/trompetin17/0ad-atlas-in-game/src/branch/main/source in case you wanna try the workflow
    7 points
  38. Yeah, like decency and basic courtesy. Call me old and conservative.
    7 points
  39. https://gitea.wildfiregames.com/0ad/0ad/pulls/7153#issuecomment-103686 Ok, so after seeing a few games on naval maps, I realized that many naval maps and hybrid maps (land and sea, like hyrcanian shores, lake, continent) do not have enough fish to justify making fishing ships. Take as an example Aegean Sea: The bottom two players don't have a single fish accessible, and the top few players only have a handful, with some of those fish being close enough to the shore. In this case, players may only be able to gather 3000 food with an investment of not only as much as 500 wood (dock + boats), but also lots construction and walking time. This is not enough fish to justify making fishing ships and it means naval gameplay is only relevant for controlling passage to the other side. It also means there is rarely any fish to kill with ships, and if there were fishing ships, they would have already gathered most of the accessible fish. Also, if you look at lake, you would see a map that should be pretty enjoyable, but because there are such a small number of fish in the lake, the middle lake is basically just an obstruction unless you use it for transport and siege ships. Here is Aegean sea after adding the fish: I didn't apply the same exact change to all maps. For maps where there was a comically small amount of fish, I added plenty, but for maps like continent, I added just enough to make fishing worthwhile, but not mandatory. Thoughts?
    7 points
  40. Colossus of Rhodes complete, by @nifa
    7 points
  41. I know a27 just came out, and everyone likes it But I have been working on a mod (started on a26) that I would love for people to try out and play! Im not trying to seperate the community at all. I'm just trying to learn more about modding and dabble around in it. However, since Petra isn't that strong (and that is way above my pay grade) it would be nice to have people to play with and give suggestions so I can continue to develop my skills The purpose behind the mod was to try and create a little more historical accuracy and difference between the civs. It's been a lot of fun and I've been learning a lot and reading a little! I've had help from @TheCJ @Atrik@Meister@Friedrich123@real_tabasco_sauce and I'm sure others my old brain is leaving out. But yeah its really been more of a community project once it got going a little. Currently I would have to send a zip file... eventually maybe mod.io if I get lucky! Thanks! LeifTheLucky
    6 points
  42. Update From now on @Seleucids is the main maintainer of autociv. Thanks for taking over
    6 points
  43. Considering the latest news about the Autociv mod, it seemed like a good time to do this poll. While it's possible that some community member will start maintaining this mod, perhaps this is a good opportunity to think about what features we think could be incorporated into the vanilla game in the future. I want to take this opportunity to eternally thank @nani for the invaluable contribution he has made to the game with all the time dedicated to the development of Autociv. I'm sure that most of the community shares this feeling. Thank you very much, nani. You're the best. If I have omitted any feature that you think is important, please mention it in your answer.
    6 points
  44. I support this. Do note however that integrating the code will be non trivial as some things are hacked around the game and we will need to take the time and make them proper. E.g. the corpse thing i tried to port in 5 different ways and none got in.
    6 points
  45. Hello again Sorry, I didn't think there was a message limit on this forum. Can I show you an example of sword you nedeed? I can do more complicated things, but it's still difficult for me to understand what exactly is nedeed. Point out errors to me and i will try to correct it. And no, I haven't crated a portfolio anywhere yet, I can only attach examples of what I've been working on last time The style of these projects is different from yours, but I would like to work on something more realistic. nordic_sword3.blend
    6 points
  46. Alright, here it is: https://gitea.wildfiregames.com/0ad/0ad/pulls/7189 I decided to place the buttons and text outside of the image to keep a constant brightness difference to the background. Quick showcase:
    6 points
  47. When I play Britons and my allies play Gauls and Mauryas
    6 points
  48. Buenos días o tardes; PRIMEROS BOCETOS; (Estoy trabajando con @Lopess por lo que si tenéis sugerencias , críticas ,dudas etc..., haced se las a él también) -Cartago; Disculpen las molestias* Axum: Disculpen las molestias*
    6 points
  49. I don't think it goes with the FOSS philosophy to make something official with a private company.
    6 points
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