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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Maybe it's like itch.io and we can just redirect to our website
  2. Hey, I've given you access, you can now add replays on this page https://replay-pallas.wildfiregames.ovh/Replays You can also send them to Dizaka. A26 1v1 and team games are welcome. Basically if you think someone like @mysticjim @superflytom @zxphxr or @ValihrAnt would be interested in streaming them, they should go on the platform. The more replays we get the more accurate the local rating plugin by @Mentula will be. For 1v1 it also feeds your glicko rating. For security reasons there will be no direct upload button there if it gets online, but rather you'll be able to upload replays to single thread and it will be scrapped periodically. My first announcements flopped hard, so I never did get around making a thread I'd scrap.
  3. See https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructionsGettingTheCode#recovering-from-errors-while-syncing-your-fork
  4. Two players playing as the same player. E.g. one managing eco, while the other is waging war.
  5. Same as snaps, flatpacks have specific issues.
  6. Use warn("") // Prints Warning : your message in yellow error("") // Prints Error : your message in red print("") // Prints the message. It's not displayed by the interface. Only available in the mainlog and the terminal (if you're on macOS or Linux) To show objects use warn/print/error(uneval(object)) // NOTE big objects will crash the game. https://gitea.wildfiregames.com/0ad/0ad/wiki/Logging Might be outdated, haven't checked. We don't really expose many functions for writing files, as it will start doing weird things with packaged mods. See https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/ps/scripting/JSInterface_VFS.cpp for exposed functions or See https://gitea.wildfiregames.com/0ad/0ad/src/tag/a26/source/ps/scripting/JSInterface_VFS.cpp#L268 for A26
  7. Hey the reason it's the first in the list is because it starts with a 0. No other reason. Maintainers have been working really hard to package it for the newest ubuntu but it took almost six months. Hopefully it will now be down in Debian testing which means it will reach ubuntu. Ubuntu for some reason has decided that snaps where the way to go but they often have issues the normal package don't have because of their security features or compatibility. It's a game of luck on some machines it works fine, on other it does not. We currently don't have the means to test on many configurations. We currently recommend normal packages because they have less issues.
  8. See https://gitea.wildfiregames.com/0ad/0ad/wiki/TechModifications for a somewhat up to date list of all things that can be modified via tech. Unitmotion stuff is C++ so sadly you won't easily be able to override the values with techs. (Other than the two in that list) You should use turrets for this instead of making the chariot use building AI. The feature while integrated in the game is not completely finished though, so expect bugs/issues @Freagarach implemented it in https://code.wildfiregames.com/D1958
  9. Can you try to use the distro package instead ?
  10. Do you by any chance use the snap version ? It sometimes break the app in unexpected ways. @oSoMoN
  11. Don't know if accurate, but pretty cool
  12. Could you show the contents of that file ?
  13. Yeah apparently @oSoMoN found a solution
  14. This looks like a recent but we had with curl. Can you use a more recent version
  15. https://gitea.wildfiregames.com/0ad/0ad/issues/7126
  16. Yeah sorry makes sense. I'll create a ticket for it.
  17. The crash is known, the fix will be comitted soon. As for the build date I have an idea why. Ir's probably because the part that contains the date indication hasn't been rebuilt. Cc @Itms
  18. Hello, Welcome to the forums. It would seem the game is having some trouble with your graphics card. Could you try to update/install graphic drivers ?
  19. Image above is the git repo not the SVN one. But it's the same for changes. You can see them on clicking on the button that says "commits"
  20. It's updated every day so modification date should be today if your svn is up to date. Also you can launch it and see the version in the main menu
  21. There is no major UI revamp, so it's expected for it to look like the main game. As no mod including delenda est has been signed for the new version, you won't be able to see it. You need to clone the git repository of delenda est into your mod folder.
  22. There is already a fair bit of threading going on, there is still work to be done in that area though. The problem is the computations for the JS part can only be done in the same thread for now. https://gitea.wildfiregames.com/0ad/0ad/issues/5874 Currently the AI does not have to as it is omniscient, and plays with the map revealed. No objections there. There is work being done on a 64bit build here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7121 The binaries are not uploaded yet but hopefully will be soonish for testing. Have you seen the rl interface? https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/rlinterface And the tooling required to use it (it's a http interface) https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/tools/rlclient/python https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingStartedReinforcementLearning Each client compute the state and send hashes to other players, which require a very low bandwidth. Turnmanager.cpp should have the turn number See also https://gitea.wildfiregames.com/0ad/0ad/wiki/SimulationRequirements and https://gitea.wildfiregames.com/0ad/0ad/wiki/WfgAcademiaInto
  23. Hey, and welcome. Can you give us the links? https://docs.wildfiregames.com/ should work. You can also ask your questions directly on IRC (Please don't wait for an answer in case no one answers directly, most of the devs read the logs, and might answer asynchronously there or here)
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