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Sturm

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Everything posted by Sturm

  1. Thank you for the tip. You were right. Controlled Folder Access in Windows Security examines applications that can make changes to files in protected folders. Occasionally, an app that is safe to use will be identified as harmful. This is because Microsoft wants to maintain its security and sometimes overdo it with caution. However, this can interfere with the way you normally use your computer. You can add an app to the list of safe or allowed apps to prevent it from being blocked. I set the "folder cotroller" off and now everything works fine.
  2. Hello guys. I did a clean install of the latest version of 0 a.d. My computer is a Samsung Flash F30 Notebook, running Windows 11 in its latest version. The game starts perfectly, but when advancing and clicking "Start game", the game crashes. Apparently, there is some file protection system and/or access to Windows folders that prevents the game from proceeding. See the message I get after trying to start a game. ================ Function call failed: return value was -100010 (Logic error in code) Location: wdbg_sym.cpp:987 (dump_sym_base_type) Call stack: While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages. errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) How to solve this?
  3. Hello guys. I may have already suggested this on other occasions, but it seems really good to me the idea of having in the game's text boxes, whenever possible, a link to the Wikipedia article about the item, weapon, animal, building, character or civilization to which the text refers. The idea would be to keep the existing texts, but add something like... e.g. "Read more here". (...) It would not be any structural change in the 0 a.d. text boxes and would add a lot of educational potential and deepen the historical issues. Even the maps could have links to articles on Wikipedia, referring to biomes, historical maps, specific battles, etc.
  4. Tupis! Tupis! Tupis! Tupis for Alpha 25!
  5. I still think that the mod selection menus could be more intelligible to newbies. You all here on the forum know how to deal with it, but a novice user cannot distinguish what exactly each mod type, compatibility etc.
  6. Some time ago I created a group on Telegram to talk about 0 A.D. I hope that at some point in the future it becomes one more channel to add people to the community of 0 A.D. contributors. - https://t.me/joinchat/FO5I-efo5jwOcNS7 Hey @borg-, dont leave us!
  7. Citation needed!!! In my impression, exactly the opposite occurs. Apparently, experienced users know "the tactic" of how to win 0 A.D. matches, but this is not something obvious or easily assimilated by most players, especially those who do not play regularly. Perhaps it is the case that we think about how to improve 0 A.D. video tutorials.
  8. That reminds me one of my favourite Bushism: "Keep good relations with the Grecians."—Quoted in the Economist, June 12, 1999.
  9. Hi everybody! Is there a way to insert some standard type of "dirt and color darkening" layer into the bases of the constructions present in the game, in order to give more visual realism? I mean, just like here...
  10. Wowgetoffyourcellphone told me that only the five winning maps will be in the official version of 0 A.D.
  11. Please, clean up the list! Less is more! Although the collaborative effort must be respected and exalted in this project, this does not mean that all visual resources must remain in the game forever. Each thing has its time and space inside 0 A.D. history. There will be times when pieces of code, visuals, music, must be replaced. For now, I think only high quality maps should survive.
  12. Lets try to make things more realistic and more complicated, but much more interesting. I'm not a programmer and I don't know all the cost of processing this, but, let´s suggest it anyway. In the game, all human beings could have a "scare marker". Nonhuman animals, in turn, would have a marker of potential "frighten humans marker". To give realism and maintain balance, the interaction between these two markers would work like this: a human could only be scared by an animal only once, once he received a "check mark" that tells that he/she has already been scared by that animal/species, he/she would be immune to encounters with the same animal or animals of the same species. The scare would also have a time limiter, I think something between 10-20 seconds. After that, the "check mark" would be granted and he/she would no longer be afraid of that animal/species. So far, it doesn't seem like a very difficult thing to implement, but ... Another interesting thing, but certainly more difficult to be implemented, is the percentage of humans affected in an encounter with multiple entities. A wolf, for example, could frighten 5-10% of humans, an elephant 20-30% and a tiger, in turn, 70-80% of human entities. The problem is that "encounters" are somewhat gradual, varying from one second to the next, in the approximation of an animal to a group of humans. How to apply this percentage if the number of humans affected varies from second to second? Regards, Sturm PS: The "scare marker" would be also useful for "red dragons" e dinosaurs"
  13. In order to make the game more balanced and even more credible, the elephant or group of elephants could scare only a percentage of the enemies, something like 20-30%.
  14. Taking a look at the revision log of the 0 A.D. changeset, I found something like this... Where have you been for all that time, guys?!?!
  15. Tudo isso é brasileiro na comunidade?
  16. Maybe Tito Puente's "Mon Ti" song, from the album "Top Percussion". Below, as soundtrack for an amazing video listing all Ray Harryhausen creatures. - The Ray Harryhausen Creature List - YouTube
  17. This topic reminds me of the original Golden Axe eletronic game, when we were still playing in the arcades. Long time ago. Almost inside 0 a.D. time frame, lol. In that game, the bodies of defeated enemies were petrified on the ground. Due to insufficient memory, this feature was removed from the Genesis / Mega Drive port.
  18. Hello guys. What would be the feasibility of adding a generic animation (perhaps with 3-4 small variations in shape and size) for "disintegrating effect" of the corpses? A 20-30 second timer could run from the time of the death, for example, and then an animation would be applied, as a decomposing corpse. Something simple, maybe the Thanos disintegration style of the Avengers movie.
  19. Some minutes ago I tried to start a game and I got this message below. --------- Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths Details: unhandled exception (Access violation reading 0x88051450) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) --------- Just after that I tried to disabling GLSL and postprocessing, and it worked! Once again, I am using an Intel® UHD Graphics 600 Display on a LED full HD 13,3" (1920 x 1080). Running latest Windows 10 version.
  20. Hi everybody. Just installed here the 0ad-0.0.24b-alpha-win32.exe and I had the very same problem: the green graphical bug. I did the above trick and it worked, but... sometimes the green bug comes back. For instance, when I get a pop-up message from my Telegram desktop. I am using an Intel® UHD Graphics 600 Display on a LED full HD 13,3" (1920 x 1080).
  21. Hi! First of all, congratulations to everyone who contributed to this new 0 A.D. Alpha release. I confess that I imagined months ago that this release would be something smaller (few changes) and I was totally wrong. And that's good! Thanks again to the community of contributors this awesome release became a reality. That said, I would like to ask about the bug related to the previous installations mods. Is it possible to implement something that prevents this from happening in the next 0 A.D. versions? In addition, it would be great if there was a beautiful and explanatory interface for selecting mods, advising which are compatible, which are not, descriptions etc. Something suitable for novice users, not assuming an experienced player. By the way, congratulations on the map selection menu. Great feature! Regards!
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