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Everything posted by elexis
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Alpha 22 had many new high-poly models, but the engine didn't change relevantly. Installing the most recent graphics driver often helps. If you want to do a better comparison between alpha 21 and 22, install both releases simultaneously, play the same map with the same mapsize and population limit and try to have the same amount of units on the map, because many things on the OS can change within that timeframe. Does anyone know if the mesh and animation files support multiple levels of detail in the same file? If not, then a lowpoly mod could be the first step to a level-of-detail system without adding more work later to merge the files.
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https://trac.wildfiregames.com/wiki/SimulationRequirements#Cheatprevention
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The only thing transmitted in multiplayer games are the orders, exactly the same contents as the commands.txt in replays. The command can only be executed if the game as it is downloaded allows it. Memory modification and arbitrary cheats certainly work in multiplayer, but they are only visible to the player that executes them, not to the other players. The interesting hacks and cheats are the ones that are unnoticed bugs in the game. Hannibal can sing some songs of those (sheep walls, patrol dance, luring gaia by placing outposts near the enemies are only some things that come to my mind).
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Memory modification tools are fun, but indeed this won't transfer to multiplayer games as fcxSanya mentioned. Even if someone modifies the simulation hash he sends to the server, the other players still didn't see the player cheating.
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@Morrd @AudaciousTUX you still had failures when compiling, right? Can you post the errors?
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Might want to check directory permission issues too, especially for the cache http://trac.wildfiregames.com/wiki/GameDataPaths
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Diplomats? What would be their task? In a23 we have nomad on all random maps (besides survival of the fittest)
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Changing the Loot/er code should be easy, but not sure how to implement the garrisoning if it's not a treasure. Players often look at resources of allies, then decide how much donations are needed. But if it takes a half a minute or longer when one is suprised by a fight, then it might be hard to coordinate. If the unit has to travel, it might be too dangerous to transport. That might be considered a feature, not a bug, but I'm dubious.
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However you can download the preview of the release already https://trac.wildfiregames.com/wiki/BuildInstructions. On Windows it's just installing tortoise svn to download the code (make sure that all players fetch updates before starting a multiplayer game)
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Usually players meet on #0ad on irc / quakenet and share an IP address of someone who forwarded the UDP port of their choice (20595 by default). https://webchat.quakenet.org/
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Yes, that's what I meant too, both Melee units #2001 and Ranged units #4905. (May be easier to solve for melee units)
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Both ranged and melee units can attack through walls, just at a different max range. It's not necessarily a pathfinder problem. Units can see through walls and attack through walls. It would probably be a big performance impact if we would add it, so were not really eager to tackle this problem while we still have bigger issues. Can you upload a screenshot of the attack?
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I'm bored
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(and post all of them in case s0600204 doesn't already have icu61 to be able to fix all of occurrences)
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NTFS error? I don't see that in the error dialog. If there is one, then your filesystem is broken. Given that the error message also complains about the files not matching the hash, that might indeed be a broken filesystem or otherwise broken download. If you have other partitions or disk, might want to try to download and install it to those. But really should repair your disk one way or another. Checkdisk is supposed to do that, but if the damage is hard, it might make things worse. If you have some important data, better backit up now (and maybe even format the disk and reinstall the OS).
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Found some more icu types and replaced them. Please can someone with icu 6.1 try to compile using this patch and see if it succeeds (without adding a "using namespace icu;" anyhwere) and if it doesn't post the compile log? locale.patch
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Uhm, but svn isn't packaged by them and we want users to be able to build with all current icu versions, nay? Given that adding the "using namespace icu;" line to icu.h doesn't compile on my end with icu 55.0, I think we' might have to use the "icu::" namespace explicitly everywhere. Apparently there's some alternative https://codereview.chromium.org/171012/show. This patch changes Locale to icu::Locale and compiles here, but I guess there are more types that need the same change, like DateFormat. Can someone test? @bb_ didn't you use arch too? Also leaving a ping for @Itms locale.patch
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It could be used for animals however.
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Spawning elephants from the Wonder done in rP21644.
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Let's just say it was a late aprils fools joke and we banned everyone for 12 hours.
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Hm, the savestates are entirely different, they are likely taken on different times. It's most likely a not correctly updated svn, or some user modifications (maybe some patch tested, or a mod enabled, even an a22 mod maybe). Try reverting the thing. (On Polar Sea the OOS error occured in the middle of the game, so maybe we are lucky with some future OOS error and get a savestate that was taken at the same time, then we could guess which files differ.)
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Nope, need oos_dump.txt http://trac.wildfiregames.com/wiki/GameDataPaths But since you are a windows user and there are other windows users who didn't have an OOS, I guess it is something wrong with your directory.
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@AudaciousTUX is also experiencing the issue, but adding the line mentioned above by itself doesn't fix it: ../../../source/i18n/L10n.cpp:517:24: error: expected type-specifier before ?Locale? Locale* locale = new Locale(Locale::createCanonical(localeCode.c_str()));
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A question of mapping, we already have relevant assets: (In particular we do have small metal mines that were apparently never placed in random maps)
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Ah. Well kushites don't have siege engines besides the siege tower. They use elephants to destroy buildings. The only chance for no elephants to occur is to play on a medium or smaller map (which is the case) so that the chance that no elephant stables is placed is significant. Gaia units are also ordered to not capture (otherwise they would stand around trying to capture houses rather than fight the enemy soldiers.) It's not gaias task to end the game however, it's the players task. But I recognize that this may end up in a situation where gaia is too powerful in order for players to defeat each other while not being powerful enough to end the match one way or another. So I guess there should be an elephant stables at any time (PITA to implement with that CityPainter thing), or the wonder could spawn elephants too. I guess I'll try that. Speaking about the CityPainter, the buildings must also be aligned with the path so that units don't become trapped, but I failed to implement it correctly and it increased the loading screen time by a minute (because its supposed to work with any kind of shape like circles too, so it has to test many points -.-)