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nocompile

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Posts posted by nocompile

  1. nocompile, a.k.a mosque, a.k.a trajan has been making heaps of modifications to his local copy. Several of his bug reports look like they result from his modifications.

    @nocompile: Don't report bugs if you have modified the game in any way. It has to be an identical copy of the game on both ends. You just cause extra work for the devs when you post bugs that only exist in your copy of the game.

    How about the bug that your darned game can't cope with differences in the binary that is being run, where they are only a week apart, and all the DATA is exactly the same.

  2. k776: you don't like that I make modifications to your game. I can see that. I am _VERY_ glad that this causes you distress.

    I will continue to do whatever I want with YOUR game.I don't respect your "right" to "artistic integrity" of your work. I don't respect that at all. I gladly deface it and make my own thing of it.

  3. nocompile, a.k.a mosque, a.k.a trajan has been making heaps of modifications to his local copy. Several of his bug reports look like they result from his modifications.

    @nocompile: Don't report bugs if you have modified the game in any way. It has to be an identical copy of the game on both ends. You just cause extra work for the devs when you post bugs that only exist in your copy of the game.

    I only modified the DATA, not the game code.

    And we both had the same data.

    It should work, it doesn't, it is your fault that linux-svn doesn't work with mac-OSX multiplayer.

    Is this 1993, because it feels that that's the lever of multiplayer development you're capable of (has to be all the same everything, same binaries, no 2 versions, no matter how SLIGHTLY different in release time (Alpha 9 vs a few weeks later, but ALL the SAME DATA, can't work together because everything is shunted over via binary protocals with no pack/unpack)

  4. nocompile, a.k.a mosque, a.k.a trajan has been making heaps of modifications to his local copy. Several of his bug reports look like they result from his modifications.

    @nocompile: Don't report bugs if you have modified the game in any way. It has to be an identical copy of the game on both ends. You just cause extra work for the devs when you post bugs that only exist in your copy of the game.

    Your game is worthless then.

    The data is all the same, the data dirs were copied over, it should work. The fact that you need identical binaries is pitiful design. Games like xonotic (a quake based game) don't need that sort-of-@#$%. If you have different versions the server sends you client-side-quake-c code to run and everything works fine. Actually the server does this the first time you connect to it, it's about a few K download, and everything works.

    And I'm going to continue making modifications as I wish, Your game, vanilla, is VERY boring.

    And I am going to continue to file bug reports weather you like it or not, do you understand that, boy?

    The likely culprit is that there have been some map and template changes since Alpha 9 (not sure if anything else has changed). Try Alpha 9 instead of SVN.

    I copied over my entire data dir, we had the same maps and the same templates. Only the other stuff was different (engine).

    Yet it still de-coupled on connect.

    This is because your design is a bad design.

    If we have the same data we should certainly beable to play the game.

  5. I'd agree. Turtle, Raid, Cavalry, Infantry, Expand, Defend, Navy, Land, Ranged, Melee - all of these and more can influence the way an AI acts during a match. I also think we should soon begin to create Easy and Medium difficulty varieties - we've had quite a few comments about the AI (qBot) already being too difficult for beginners.

    But for all of this we need time - or more volunteers :D

    Yes, QBot is VERY difficult for _BEGINNERS_:

    Example: I BEGIN the game with a qbot ai and the game IMMEDIATLY stalls/freezes.

    It is thus VERY hard to BEGIN!

  6. Multi-player game de-couples immediatly:

    My friend downloaded the newest MacOSX 64 bit version, i have the svn version, 64 bit compiled.

    I copied over my data dir to his so we have the same stuff.

    We started a random map.

    IMMEDIATLY it gave the de-couple warning.

    We eventually couldnt see what buildings each other built

    Had the same problems a year ago.

    Why?

    Can't this be fixed?

    This makes it so we never can play lan games, he wasn't happy w the game bc of this and I looked like a retard @#$% idiot.

    I thought this problem would be fixed by now.

    Also could you include a macOSx compiled binary in svn like you do for windows, if possible

  7. Nice work.

    Thanks, Try it out and tell me how you like it (get the latest version, last post above you).

    It's, in the zip, split into 2 parts (the readme says): 0ad subdir which is harmless and just has the rand maps and stuff for that.

    then there are the other dirs

    art simulation etc etc

    those are the mod and go 0ad/binaries/data/mods/public/

    Worked on the AI etc.

    http://ompldr.org/vZ...tifiedfiles.zip

    Screenshots de celt forest healer and the enchanted trees he's planted.

    Thoughts?

    Bears

    motifiedfiles.zip

    post-14246-0-14349000-1332570232_thumb.p

    post-14246-0-75514400-1332572055_thumb.p

  8. When you select a building and then go to create units, when you press shift and hover your mouse over the button for the unit to be created by the WILL of the game!!!!1111

    This error appears!:

    WARNING: JavaScript warning: gui/session/selection.js line 390

    reference to undefined property this.groups[groupName]

    ERROR: JavaScript error: gui/session/selection.js line 390

    TypeError: this.groups[groupName] is undefined

    ((void 0),[object Array])@gui/session/selection.js:390

    performGroup("add",(void 0))@gui/session/input.js:1324

    handleInputAfterGui([object Object])@gui/session/input.js:811

    Another error that messes up the game: hover over a unit-creation button. Press shift, while doing this, press f2

  9. Sounds like they deserve it and have no justification for complaining :P

    The networking code currently doesn't provide any way to kick players. I suppose the easiest way to add it (if you have some C++ experience) is to add a new script-callable function to source/gui/scripting/ScriptFunctions.cpp that does "if (g_NetServer) g_NetServer->KickPlayer(playerId)" then add KickPlayer to source/network/NetServer.cpp (you need a CNetServer::KickPlayer that pushes the command onto a new queue in the CNetServerWorker m_Worker object, then CNetServerWorker::RunStep can read the command and find the session associated with that player ID and call session->Disconnect(...)). Then whichever player is hosting can run "Engine.KickPlayer(4)" etc in the in-game console to forcibly disconnect a player.

    For it to be a more robust solution, it would have to stop the player from immediately reconnecting, and some kind of GUI interface would be nice, but those probably aren't critical features. I'd be happy to add a basic solution to the source if someone writes a patch for it :)

    So just because they discussed things that this admin doesn't like, because he disagrees with the opinions of the players, they should be punished?

    I'm supprised that none have come and beaten the admin down for unplugging the ethernet. He needs to be shown ideas...

  10. Roman solider were good builders. It does not make sence that it takes more in wood to build this than it takes in stone to build a castle. In life it takes MUCH more in stone (volume) to build a castle than it does to build a wooden fort structure.

    Could you shorten the building time or something?

    Otherwise I'm going to have to touch those files in my mod, and I'd rather keep that to a minimum.

  11. ERROR: JavaScript error: maps/random/rmgen/tileclass.js line 88

    TypeError: this.inclusionCount[x] is undefined

    (NaN,NaN)@maps/random/rmgen/tileclass.js:88

    addToClass(NaN,NaN,0)@maps/random/rmgen/library.js:502

    @maps/random/gulf_of_bothnia.js:144

    ERROR: CMapGeneratorWorker::Run: Failed to load RMS 'maps/random/gulf_of_bothnia.js'

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