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Itms

WFG Retired
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Everything posted by Itms

  1. Hello! I have just set up a mitigation attempt against the DoS attacks. Let us see if it holds over time, if it does, I'll close the ticket. Thanks for your patience PS. News are coming soon about the migration project, but it's unrelated to the attacks on Trac (the mitigation I am setting up will have to be kept in the future)
  2. Oh, it's entirely my fault. I'll restore those. Thanks for the ping
  3. Hello Stan. I know all too well the feeling of not being able to carry on anymore, despite wanting to. You have been an extraordinary leader and the best successor I could have had when I decided to step down. You should indeed have absolutely no regrets, including in this decision of stopping and focusing on yourself and your health. Others have worded it perfectly during these ten past days: thank you for making 0 A.D. the best game that exists. I am certain that, thanks to your work, the project will endure.
  4. Good morning. We develop for fun the game 0 A.D., which is a strategy game in which multiplayer is an essential component. However, the childish and toxic behavior of a minority of lobby players has always been an issue and a cause of distress for developers. I see with disgust that this continues to be the case. I suppose it cannot be avoided, since professional game developers also face a lot of verbal abuse from their players, but unlike them, we do not receive compensation for our work. Thus, it should be expected that most WFG developers, especially me, are not aware of the daily developments in the MP community, and are not interested in knowing more about them. Since a few days, I have been receiving complaints from several accounts, who harassed me and other devs in order to get Norse_Harold removed from his position. I have also been added to a conversation about one specific offender, in which Norse_Harold has provided convincing data backing his decision. There are probably other discussions I am not aware of, I am merely giving the context in which I write this post. The only complaint I agree with is the need for transparency around the rules (currently materialized as a draft Code of Conduct, which is not yet published). This is the team's fault for not publishing this CoC in a timely manner. For the record, Norse_Harold has been the one pushing the team for a publication, he does not withhold the CoC on purpose, quite the contrary. Sadly, we in the development team are notoriously inefficient at publishing rules, terms, or legal stuff. It is our fault that rules applied to the community are not clearly communicated and make moderation appear arbitrary. However, this does not justify the current situation. The method used by players to denounce the alleged abuse (spamming devs with copies of the same message, childish comparisons between totalitarian regimes and a silly video game) are jerk methods (not to say extremely cringe-worthy) which are just pushing me into backing the moderators. By the way, there are several moderators with identical powers. I heard no complaints of Norse_Harold alleged power trip from his fellow moderators. I just see the current wave of copy-pasted criticism as a concerted attack towards the most active and efficient moderator. I must say I am concerned about the variety of back channels used to harass people (including me during a weekend I wanted to take for myself...) If you are temporarily blocked on the lobby or the forums, just close your computer and go touch some grass. Or fire up a different game if you have no outside life, which is OK. Opening Insta or Discord to harass, complain, and start a concerted attack is gross misbehavior. In my opinion, this extends to what I read about the use of Element: while I find the idea of restorative justice extremely interesting in principle, I find it unhealthy to actively reach out to offenders, using different platforms, to burden them with injunctions. I would prefer to push people into disengaging from the community for a while and, I insist, going to touch some grass. This is the last input I deign to give in this thread, as I have more important work to do on 0 A.D., including helping to publish the CoC.
  5. With enabled validation, the flickering still happens. I don't know where I should look for debug output. Graphics-related, I only saw this in stdout: OpenGL | notification: other source: the API id 131185: Buffer detailed info: Buffer object IndexBuffer (Default, 2) (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations. and this in the mainlog: Info when compiling shader 'shaders/glsl/fxaa.fs': 0(618) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(626) : warning C7533: global variable gl_FragColor is deprecated after version 120 Info when linking program 'shaders/glsl/simple.vs'+'shaders/glsl/fxaa.fs': Fragment info ------------- 0(618) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(626) : warning C7533: global variable gl_FragColor is deprecated after version 120 With this change, still with validation, the flickering does not happen. The logs contain the same things as above. Thanks for the report. I filed a ticket at #6807 because I think it is a regression from A26 for mac users. In the worst case, this workaround of disabling TLS exists. This is expected, as some game settings cannot be changed during a game. However, the situation you describe is confusing: the user should have the information that those settings are unavailable. I also filed a ticket #6808, but it will not be fixed for A27.
  6. Splitted from including the start of the discussion about the Mauryan palace.
  7. In the options, Network/Lobby, is TLS Encryption activated? Does toggling it fix the issue?
  8. With updated NVIDIA drivers (here is the new userreport after the upgrade: userreport_hwdetect (2).txt), the flickering stills happens with the RC or with a clean SVN.
  9. I am able to reproduce with SVN; and setting this to false does fix the issue Note: with the change, when starting the game, it "blinks" once with a black screen (during something like 0.1 second), I assume that's some kind of buffer being updated (it isn't an issue at all, just figured I'd tell you in case this gives you information about what happens in the code).
  10. Don't hesitate to report them The full threads are easy to spot, small comments like this can fly under our radar if we are not participating in the thread.
  11. Hi Vlad, here is my userreport: userreport_hwdetect.txt I am not able to record the issue using OBS Studio: indeed, whenever the flickering happens, the frames captured by OBS Studio are blank. The capture shows the screen only when the flickering has stopped. Instead, here is a video of my screen using my phone. VID_20230520_000647.mp4 You can see that a few square parts of the game view are flickering. In this pathological example, a part of the dialog is missing, removing a button. The flickering always stops without intervention after a couple of seconds, then the game looks normal. The flickering doesn't always hit the same parts of the screen. I believe the issue only happens in fullscreen, but I'm not sure. It can be triggered by toggling fullscreen with Alt+Enter, but I found that the most reliable way to reproduce the issue was to enable fullscreen in the options. With this option enabled, flickering will happen at game start in the majority of cases. Hope this will help you.
  12. This has no link with 0ad, and the thread will go overboard very quickly. Regardless of censorship, copyright infringement is a thing. Those ebooks are not free, and your professors didn't agree for their course notes to be shared here.
  13. @vladislavbelov I can also reproduce the flickering issue with A27 using the OpenGL backend. Please let me know if I can give useful information to debug this
  14. I really like Agni as that just restarts the alphabet while keeping the thematic meaning I also voted in favor of Hephaestus but I might be biased as my profile picture suggests
  15. The fix was committed! Thanks @s0600204 and the other investigators
  16. I confirm the fix works. It is also the best fix IMO because SpiderMonkey will indeed replace distutils by sysconfig in the upcoming ESR version So I included that in D4893, I am just waiting for Jenkins to make sure it passes CI and I'll commit it later tonight.
  17. Great, I'll wait for it and we can decide between it, and the hack from SM and my hack idea
  18. Hi here! Sorry I didn't post here, @s0600204 thanks for the parallel investigation So basically I imported a fix from SM that fixes the extra "local" in paths. It is not as clean as the fix in your patch, but it is what was included in SM, so better follow them. However, the remaining issue is that on Debian, distutils proposes a path ending with "dist-packages" while it should be "site-packages" where things are actually installed. This is the part I don't really understand. If you have any idea @s0600204 I'd be interested, else I'll ask a Debian maintainer. In the worst case, it is easy to hack around this by changing "dist" by "site", the same way we remove "local/" from the path.
  19. Hi Yekaterina, please contribute those improvements on Transifex so that they get included in A25. In the meantime, you can make a mod with your translations (you can take apart the official zh-lang mod, replace the po files and rezip it) and upload it to mod.io as an unofficial zh mod, I'll gladly sign it! The hotkey page was not translated in A24, this has been fixed and it will be translated in A25 The Atlas editor is not translated yet (apparently we don't have a ticket on Trac for this, or I couldn't find it).
  20. I finally took the time to regenerate the mods (using translations from r25014). I actually regenerated all four CJK mods, because I had forgotten the *-engine.po files in all of them So there you go.
  21. I'll see if I have time for this. I'll use the po files pulled by the upcoming i18n update, which will be the most recent one using the version of the pot included in A24.
  22. Hi, I signed the mod with the A24 key. It now appears in the A24 mod downloader. Here is the signature file: linux-libertine.zip.minisig
  23. Hi Angen, I have no knowledge about this and I don't remember dealing with TLS stuff on 0 A.D. (only password encryption). If I had to take a wild guess I would say it comes from the client's OS configuration.
  24. Hi Teiresias, this is very interesting! Our use of C++ unit testing to run JS tests is really subpar. If we can use jasmine through spidermonkey it would allow us to have a better tool for testing JS code. Would it be possible for you to demonstrate how to run, for instance, simulation component tests (in binaries/data/mods/public/simulation/components/tests/), using jasmine? Those tests rely on "Engine" methods which are defined in the 0ad engine, so I'd like to see how that works out. Coverage information would be nice to have. I wouldn't say it is mandatory (we have engine coverage and we don't really look at it) but if we have it it's definitely a plus, and it would push us into analyzing coverage information more often. Thanks a lot for your proposal!
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