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Stan`

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Everything posted by Stan`

  1. If you're on Windows, you can test the nightly build. You can also help translate the game :)
  2. That works for me? Changed it recently Ah you mean the forums? Fixed. Pinging @Itms as I cannot do that.
  3. Well yeah you always run into the issue of trying to control things causing things to escalate. Where there is a need there is usually is a way. BUT. People who want transparency would have it with proposal 1. The rest of the users would just not use it.
  4. Player color uses the alpha channel of your textures. For it to work, the actor referencing those textures must have a player_trans*.xml material. Alpha controls how strong the player color is.
  5. You can see some stats like that on https://replay-pallas.wildfiregames.ovh/ Maybe with the help of @Dizaka we could add such graphs.
  6. Well unless the mod is being disguised as a mod that doesn't require compatibility checks it will never happen. Unless of course people don't update versions in the mod.json but then you have broken mods and one cannot do much about it. Any text editor. @Vantha @trompetin17 might have different approaches. You should use the hotloading feature as much as possible to get the fastest feedback. Two screens might help (or windowed mode) For 1 maybe a few days + review time. For 2) more likely a week or so. More depending on how you compute the hashes. If unpacked mods are in scope one needs to define how exactly do you compute the mods' hash. For 3) maybe the same time or more than 2). You also have to accept mod.io's terms to download anything from them and you still have to implement whatever is missing to force clients to broadcast their mods to you. For all the proposals you need c++ changes and js changes. Finding a dev that can do both (correctly) might be tricky. Another thing: "Cheat mods" could be on mod.io (minus the issue of signing taking time) with compat checks on. This way everyone has the same (guaranteed by the signature)
  7. Ah sorry I confused it with the first one that was made by @Sebastián Gómez that one doesn't have a compatible license. @wowgetoffyourcellphone found another one but it was without a clear license which made it unusable. He found a third one recently you could probably use
  8. I'm not sure you have access to user mods right now (I suppose guest have access to the host's mods though). My issue with just listing mods is you are basically just listing names. So I can make an autociv named mod with the progui features and it will go under the radar. The good thing with Dunedan's approach is that one can rely on zip signatures which are harder to craft. With mod names, you mod can be a zip, a list of files in a folder, with or without mod.json and it's gonna be pretty hard to compare them between users. And if you can't compare them, you're just in a slightly better place than right now, but you have almost no extra guarantee. Agreed on the signing times @Itms and I can take a while. And as mentioned on the autociv thread, not all mods are eligible. I'd be against porting all of them to the main game, but I think some features in autociv are great, like the hotkeys. Our hotkey situation is bare, to say the least.
  9. It says ~/.local/share/0ad/mods which is where the mod should be if there are any. Maybe not. What mods do you have installed ?
  10. This means that autociv doesn't appear in mod checks. And with the new rule about signing mods we can no longer do that since it touches the simulation codes https://gitea.wildfiregames.com/0ad/0ad/wiki/Mod_Verification_Processee Just like ProGUI, users will want to keep the mod hidden because an incorrect order such as users having community mod enabled first and autociv second while others have autociv first will cause players to not be able to join games with each others.
  11. Maybe should be an opt out option like ranked. This way you can still play with custom maps and whatnot should you want to.
  12. Public.zip is the main game. I think you're looking in the wrong location see https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
  13. It's possible but the representation would likely be too big. It's better to rely on the the source for the replays.
  14. For that you'd need the game state at turn 32. I think @Gurken Khan is right.
  15. Yeah the other video probably cannot be embedded since we do not support emojis. I'm more confused about the second video.
  16. Depending on the state of A27 it might be worth it
  17. We can. But from an artist POV it sucks. From a gameplay pov it's better I suppose and a ton of mods just override the looks of the animals to do so.
  18. Hey @ADRN Welcome to the forums. I think a lot has been said already. Which school if you don't mind me asking ? I'm french as well. I don't think there is much about that anywhere. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/docs contains some of the thesis that were done on the game. But nothing on the particular subject. Maybe @Itms or @feneur know more. We can hide it and and unhide it at will maybe at the end of the course Thanks for considering the game. I've met a few people in academia interested to do things, but I've yet to see a good project flourish. We have a good contender now that Activ' Design has taken us as a project to make mods to teach students game design but it would be nice to have more. Especially in the reinforcement learning side.
  19. Yes there are some issues with wayland. On some OSes wayland is using EGL. I wouldn't be suprised for input to be affected. Athough it should be using the SDL2 if I didn't miss something https://gitea.wildfiregames.com/0ad/0ad/pulls/7087
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