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Everything posted by Stan`
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Running Lubuntu
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Feedbacks from A26 SVN tests
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
Might need an auto build C++ Try again tomorrow -
https://play0ad.com/summary-of-attendance-at-the-stunfest-2022/
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Thanks for the ticket. I had no idea putting slashes in folder was a thing...
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Could be a simple patch to add options for water color might need to be on a per map basis.
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Would be nice if you could share some screenshots here It's alway nice to see assets in a different setting.
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@lukamas You can use them as long as you give credits to Wildfire games or the mods you took them from. :)
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What is the version of the game you are using ? (Visible in the main menu)
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Can you reproduce the black screen by restoring the folder and upload it here if that works ? I'd like to reproduce the bug locally then. Also can you download this DebugView - Windows Sysinternals | Microsoft Docs And launch it before launching the game does and copy paste the logs here ? That would be awesome
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@ekele do you happen to have the crashlog.dmp file?
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That's the default path. It won't work correctly in program fikes iirc.
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https://code.wildfiregames.com/D368
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I could actually make my staff reports public. I sent mails every two months or so with a commit summary and some internal team things usually nothing too private. I don't do it usually cause they might contain private information about members. Can't get that if they can't run the game Right because the balancing branch by @scythetwirler after A16 the design document on Phabricator with @Prodigal Son and @Nescio, Balancing between @Itms and @borg- the PM about balancing, and now the balancing forums were nothing? That's the thing, My goal is just to have a playable game with interesting gameplay. The designer spot has been left vacant as I still have to find someone trusworthy, competent and who is willing to step up. As wraitii said I have no power to force anyone to do anything they do not want. I can give incentives sure, but at the end of the day if everyone leaves having the crown and being alone isn't of any help to anyone. Good thing I started learning the guitar again
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Nevermind I failed to read the png.
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Storehouse tech icons seem broken
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[Document] The core problems of 0AD and mitigation solutions
Stan` replied to Yekaterina's topic in General Discussion
Only on Windows. -
Indeed I'm sorry big up for langbart Well it does the job. The issue is that the UX isn't perfect as said above, partly for security reasons and because it was not implemented. But the core feature definitely works. Actually it started 9 years ago. But you don't convince an organization to switch in one day. The problem is that there are some areas where SVN is better. Binary management is one of them simplicity is another, history managment (no huge merge commits cause one forgot to rebase) might be one too. I strongly believe though that in this case the benefits of being more accessible outweighs the cons. Migrating Trac Jenkins and Phabricator (Which is now deprecated) without losing anything when doing so is the tricky part. 20 years That kind of funding is probably not accepted by SPI the non profit behind the project. They only have Paypal and Wire. Well SVN is centralised so unlike git if you didn't do a shallow clone you don't get twenty years. So it might be slower to get the rev but faster than to get the history. Check out all the balancing mods around you can download through the game. That change stats and are cross platform because they don't require compilation it's just XML files
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@Crynux you know there is a mod downloader using the mod.io platform directly integrated into the game, right? The public folder is a mod in itself, and you can dowload a few more through the game interface, install them by drag and drop or file association using the .pyromod extension. I believe that's the point here, why let them host it when we can host it ourselves (I'd rather not cause it's extra work for me, but I understand where they are coming from) I might be wrong but I don't think Beyond All Reason, Supertux, Supertux Kart, Wyrmsum and Warzone 2100 got a huge boost from it. Moving to git can't hurt if done properly though. I'd like to put emphasis on the amount of work vs the velocity of what remains of the team. balancing is like 5% of the work of the project. You have sysadmin work done by me @implodedok @user1 @Dunedan you have art that's done by me and @wackyserious you've got sound done by @Samulis and @OmriLahav you've got the simulation work done by @wraitii @bb_ and @Freagarach you've got random map work done by @maroder and @smiley you have other maps to maintain, writing the announcement, doing the trailers, answering the community, being at events, you've got the AI which is done by now retired @Silier and by hopefully @JCWasmx86 in the future. You've got the reinforcement learning interface done by @irishninja You also get all the graphic features improvements, fixes and cleanups, and maybe sometime soon Vulkan support done by @vladislavbelov then you have to update maintain fix, patch all the libraries on BSD, macOS, Windows and all the crazy amount of Linux flavour, when they get deprecated or lost to make sure you can still run the game which goes will all the work on the lowlevel part of the engine. You've got the tests to ensure we're breaking everything, you've got mod technical support which I try to do with @Lopess @The Undying Nephalim @wowgetoffyourcellphone etc. Probably forgot to mention Networking with getting the game to work on most configurations all the Devops scripts to automate building, all the python script for various tasks such as updating mods checking for dependencies getting Translations, all the work done in all those languages and the code behind it. And making sure they don't crash the game when they are wrong. When I say there are many full time jobs, I'm not kidding. And some of us only have one hour per week Which can be spent catching up, writing long posts or actually working on the game. So sure for certain people it's just a fun toy. But for others it's much more than this. It's an opportunity, to learn to do better, to give back, to provide fun. Some linuxes are still stuck with A23, we do not and cannot control the release cycles there. Adding more people simply doesn't cut it. See https://en.wikipedia.org/wiki/Brooks's_law We've got 28 balancing advisors, do you feel balancing has made much progress compared to A25 and A24 and A23 ?
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[Document] The core problems of 0AD and mitigation solutions
Stan` replied to Yekaterina's topic in General Discussion
It's not sadly unless the map specifies it, which requires all players to have the modified map. All users compute the game -
In general I would agree, but the DDOSers have lived to tell a different story. You also wouldn't know what you download. e.g. a modified small balancing mod could contain nasty JS code that does things it shouldn't. This is actually why we have mod signatures on mod.io. It's not fool proof, but we check all the mods submitted there. I believe it's the reason other than "Nobody coded it" why we don't have automatic download.
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More like nobody reports which is slightly different. Here the issue is that civs have too many buildings