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Stan`

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Everything posted by Stan`

  1. That's actually pretty easy. In the replays you have a commands.txt file that contains all the mods that were used to play that match. Eg: start {"settings":{"PlayerData":[{"Name":"ValihrAnt (2118)","Civ":"athen","Color":{"r":21,"g":55,"b":149},"AI":"","AIDiff":5,"AIBehavior":"random","Team":-1},{"Name":"Pudim (1642)","Civ":"gaul","Color":{"r":150,"g":20,"b":20},"AI":"","AIDiff":5,"AIBehavior":"random","Team":-1}],"VictoryConditions":["conquest"],"CircularMap":true,"Size":192,"PopulationCap":300,"StartingResources":300,"Ceasefire":0,"RelicCount":2,"RelicDuration":20,"WonderDuration":20,"RegicideGarrison":false,"Nomad":false,"RevealMap":false,"ExploreMap":false,"DisableTreasures":false,"DisableSpies":false,"LockTeams":true,"LastManStanding":false,"CheatsEnabled":false,"RatingEnabled":true,"Name":"Guadalquivir River","Script":"guadalquivir_river.js","Description":"Players start in the shores of the Mediterranean Sea with a river flowing between them.\n\nThe Guadalquivir is the fifth longest river in the Iberian peninsula and the second longest river with its entire length in Spain. The Guadalquivir river is the only great navigable river in Spain. Currently it is navigable to Seville, but in Roman times it was navigable to Cordoba. The ancient city of Tartessos was said to have been located at the mouth of the Guadalquivir, although its site has not yet been found.","Preview":"guadalquivir_river.png","TriggerScripts":["scripts/TriggerHelper.js","scripts/ConquestCommon.js","scripts/Conquest.js"],"VictoryScripts":["scripts/TriggerHelper.js","scripts/ConquestCommon.js","scripts/Conquest.js"],"mapType":"random","Seed":161089436,"AISeed":3584889273},"mapType":"random","mapPath":"maps/random/","mapFilter":"default","script":"guadalquivir_river.js","gameSpeed":1,"map":"maps/random/guadalquivir_river","matchID":"29CFC403087BCC5E","gameName":"SPG 1v1 https://www.twitch.tv/valihrant","timestamp":1572803915,"engine_version":"0.0.23","mods":[["public","0.0.23"],["fgod","1.6.22"],["autociv","0.12.5"]]} Here [["public","0.0.23"],["fgod","1.6.22"],["autociv","0.12.5"]] You need to replace it with [["public","0.0.23"]] So that anyone without fgod or autociv mods can see the replay. CAUTION: This only works for mods without gameplay changes, do that with DE or borgs mod and you'll get OOS.
  2. Can you guys clean up your replays ? (Remove extra mods)
  3. Hello, The lobby went down today, we are currently trying to bring it back up as soon as possible, Thank you for your patience and understanding.
  4. Holy shirt that looks nice. Not sure how to use that though...
  5. I ran some tests on Timer.js {"Component":"GuiInterface","FunctionName":"DeleteTimeNotification","TotalTime":0.0,"Count":1,"Average":0.0,"TurnAverageCount":6.105006105006105E-05} {"Component":"ResourceTrickle","FunctionName":"Trickle","TotalTime":0.0,"Count":1,"Average":0.0,"TurnAverageCount":6.105006105006105E-05} {"Component":"Trigger","FunctionName":"DoAction","TotalTime":9.0,"Count":1,"Average":9.0,"TurnAverageCount":6.105006105006105E-05} {"Component":"Barter","FunctionName":"ProgressTimeout","TotalTime":9.0,"Count":369,"Average":0.02439,"TurnAverageCount":0.022527472527472527} {"Component":"AttackDetection","FunctionName":"HandleTimeout","TotalTime":56.0,"Count":40059,"Average":0.0014,"TurnAverageCount":2.445604395604396} {"Component":"Gate","FunctionName":"OperateGate","TotalTime":58.0,"Count":1385,"Average":0.04188,"TurnAverageCount":0.08455433455433456} {"Component":"StatisticsTracker","FunctionName":"UpdateSequences","TotalTime":121.0,"Count":440,"Average":0.275,"TurnAverageCount":0.026862026862026864} {"Component":"BattleDetection","FunctionName":"TimerHandler","TotalTime":263.0,"Count":20945,"Average":0.01256,"TurnAverageCount":1.2786935286935288} {"Component":"GarrisonHolder","FunctionName":"HealTimeout","TotalTime":281.0,"Count":4961,"Average":0.05664,"TurnAverageCount":0.3028693528693529} {"Component":"Capturable","FunctionName":"TimerTick","TotalTime":455.0,"Count":3937,"Average":0.11557,"TurnAverageCount":0.24035409035409036} {"Component":"Health","FunctionName":"ExecuteRegeneration","TotalTime":797.0,"Count":74885,"Average":0.01064,"TurnAverageCount":4.571733821733822} {"Component":"BuildingAI","FunctionName":"FireArrows","TotalTime":3201.0,"Count":32131,"Average":0.09962,"TurnAverageCount":1.9615995115995117} {"Component":"ResourceGatherer","FunctionName":"PerformGather|Engine.SendMessage","TotalTime":5652.0,"Count":350670,"Average":0.01612,"TurnAverageCount":21.40842490842491} {"Component":"ProductionQueue","FunctionName":"ProgressTimeout","TotalTime":12013.0,"Count":24454,"Average":0.49125,"TurnAverageCount":1.492918192918193} {"Component":"DelayedDamage","FunctionName":"MissileHit","TotalTime":12402.0,"Count":38835,"Average":0.31935,"TurnAverageCount":2.370879120879121} {"Component":"ResourceGatherer","FunctionName":"PerformGather","TotalTime":13220.0,"Count":350670,"Average":0.0377,"TurnAverageCount":21.40842490842491} {"Component":"UnitAI","FunctionName":"TimerHandler","TotalTime":144595.0,"Count":545161,"Average":0.26523,"TurnAverageCount":33.282112332112334} There were 1488905 lines. This is a one hour game with 4 AIs in alpha 24 minus with D2400.
  6. Thank you @crazy_Baboon, I saw that you still fail to compile the game on FreeBSD, have you tried applying the other patches to see if that fixes the build for you ? See: https://trac.wildfiregames.com/ticket/5255 and the attached tickets Phab:D1592, Phab:D1593, Phab:D1594, Phab:D2399
  7. In one of your references the chieftain wears the hat we assigned to the healers. Is that ok ?
  8. @Alexandermb You broke the build, can you fix the first one in priority ? Else we won't know if something goes wrong with any commit ? Can you remove </variant> public\art\actors\units\spartans\infantry_javelinist_a.xml at line 43 ? Can you fix all those errors ? Missing file 'art/actors/props/units/capes/brit_boudicca.xml' referenced by: 'public/art/actors/units/britons/hero_infantry_swordsman_boudicca.xml' Missing file 'art/actors/props/units/capes/cloak_thracian.xml' referenced by: 'public/art/actors/units/seleucids/infantry_swordsman_a.xml', 'public/art/actors/units/seleucids/infantry_swordsman_a.xml', 'public/art/actors/units/seleucids/infantry_swordsman_e.xml', 'public/art/actors/units/seleucids/infantry_swordsman_e.xml' Missing file 'art/actors/props/units/capes/iber_viriato.xml' referenced by: 'public/art/actors/units/iberians/hero_infantry_swordsman_viriato.xml' Missing file 'art/actors/props/units/capes/javelinist_fast.xml' referenced by: 'public/art/actors/units/hellenes/infantry_javelinist_c_thureophoros.xml', 'public/art/actors/units/hellenes/infantry_javelinist_c_thureophoros.xml', 'public/art/actors/units/persians/infantry_javelinist_a.xml', 'public/art/actors/units/persians/infantry_javelinist_a.xml', 'public/art/actors/units/persians/infantry_javelinist_b.xml', 'public/art/actors/units/persians/infantry_javelinist_b.xml', 'public/art/actors/units/persians/infantry_javelinist_c.xml', 'public/art/actors/units/persians/infantry_javelinist_c.xml', 'public/art/actors/units/persians/infantry_javelinist_e.xml', 'public/art/actors/units/persians/infantry_javelinist_e.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_a.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_a.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_b.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_e.xml', 'public/art/actors/units/ptolemies/infantry_javelinist_e.xml' Missing file 'art/actors/props/units/capes/javelinist_thracian.xml' referenced by: 'public/art/actors/units/athenians/infantry_javelinist_e.xml' Missing file 'art/actors/props/units/capes/swordsman_shield_ready_centurion.xml' referenced by: 'public/art/actors/units/romans/infantry_swordsman_c3.xml' Missing file 'art/actors/props/units/capes/swordsman_shield_relax_celt.xml' referenced by: 'public/art/actors/units/ptolemies/infantry_swordsman_a.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_a.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_b.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_b.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml' Missing file 'art/variants/biped/base_swordsman_shield_fast_relax.xml' referenced by: 'public/art/actors/units/iberians/hero_infantry_swordsman_caros.xml', 'public/art/actors/units/mauryas/infantry_swordsman_c.xml' Missing file 'art/variants/biped/base_swordsman_shieldsmall_fast.xml' referenced by: 'public/art/actors/props/units/capes/cape_viriato.xml', 'public/art/actors/units/kushites/infantry_clubman_a.xml', 'public/art/actors/units/kushites/infantry_clubman_b.xml', 'public/art/actors/units/kushites/infantry_clubman_e.xml'
  9. They look nice. Shouldn't they have a belt or something making the separation / holding a scabbard ?
  10. Did you make all the patterns currently in the game ?
  11. I do not think so. It looks very good. I am still a bit worried about the performance impact though. Texture fragmentation is not really good. (Also a PITA to maintain as you have seen :D) You can go ahead as long as you don't miss any files Would be nice to also do some cleaning of the files. Also, would be nice to check with wow so we can help him update his mod accordingly.
  12. Sure you can add new terrain textures to the game, you need to create a mod for them
  13. I don't think it is. You can edit maps directly though.
  14. Sure send me the file, (sorry was playing in LAN at an afterwork :D)
  15. @LordGood Please, can I have the models ?
  16. You can also upload diff manually without arc. If you do so you need to add more context -x -U5000 for svn && -U5000 for git
  17. I think @Alexandermb made wounded animations at some point any distinctive scar or whatnot ? I guess the cloak would not fit if he can attack.
  18. Is git easier for you ? We provide a GitHub mirror https://github.com/0ad/0ad Can you submit a differential ? See https://trac.wildfiregames.com/wiki/SubmittingPatches Thanks for keeping it up Let me know if I can help with anything.
  19. I merged the three topics. For the non-technical people this means that the lobby server required more security than Windows clients were able to provide and therefore caused a denial of service for all users that had TLS enabled. We are sorry for any inconvenience. For those that wish to know what happened here is a short summary. An issue occurred after an Update on the Debian VM hosting the lobby. Debian then required that all clients use TLS 1.2. Currently all users on Windows are limited to TLS 1.0 because of Gloox, which caused them to be denied access to the service. From the debian mailing list https://lists.debian.org/debian-devel/2017/08/msg00187.html > I've just uploaded a version of OpenSSL to unstable that disables > the TLS 1.0 and 1.1 protocol. This currently leaves TLS 1.2 as the > only supported SSL/TLS protocol version. > This will likely break certain things that for whatever reason > still don't support TLS 1.2. I strongly suggest that if it's not > supported that you add support for it, or get the other side to > add support for it. elexis resolved this issue by recompiling the SSL lib without that limitation and changei 17:09 <elexis> have to compile with enable-weak-ssl-ciphers, why even update things 19:11 <elexis> /etc/ssl/openssl.cnf MinProtocol = None CipherString = DEFAULT + ejabberd restart Another workaround was to disable TLS.
  20. Can you send me the AI file then ?
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