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Grapjas

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Posts posted by Grapjas

  1. 8 hours ago, Stan` said:

    We have too many distros on Linux/BSD to provide binaries Ubuntu, Debian, Gentoo, Arch Linux, Mageia, Haiku, FreeBSD,OpenBSD, NetBSD to just name a few.

    In December 2018 we released, and things seemed to get back to normal. However most of the team was weared down because of the GDPR compliance the long time without commit, and the rushed re-release due to segfaults.

    Then, people also got very busy with life, leaving only a handful of developpers, most of which could not tackle the challenges at the time, either by lack of knowledge, time, or both.  Time passed by with little activity on the programming side, while the art part got a lot of changes.  At each big holidays we were waiting for someone to finally get the time to tackle the spidermonkey upgrade, which was the big roadblock, along with macOS issues (hidpi, sdl2 etc) and the occasional library upgrade e.g. NVTT and each time, he either ran out of time, or had to tackle other problems and could not deliver. this went on for at least a year.

    In July last year, I burnt out. I had a big breakdown and left 0 A.D. for almost a month. After this sad episode, I decided that I wanted to give it one last shot, or let the game die on its own. So I took even more things on my shoulders than I ever did before, trying to micromanage everyone, get people in touch, fix some issues on my own, talk to maintainers, get help from other projects, look for new contributors. and generally try to move the project forward, even though forward was as blurry as "get a release done".

    Around september wraitii got back and the heavy task of finishing spidermonkey was given to him.  In December  he was almost done, and since that made a release possible, all the energy was shifted towards fixing the game breaking bugs, and releasing. I think we're at the end of the tunnel here.

     

     

     

    Ya'll do a @#$% ton of work and barely get recognition from it, it's almost a crime. It impressed me while being on the dev IRC chat how many work you all are doing behind the scene, while still helping out noobs like me with small problems. I saw alot of tickets being made/solved/adjusted. So thanks devs for all the hard work so far and getting this next release ready.

     

    • Thanks 4
  2. 16 hours ago, wowgetoffyourcellphone said:

    Indeed. On skirmish maps, non-Iberian players can get the FOW lifted where the skirmish replacer Iberian walls had been placed. Would be nice if this were not so (perhaps when the map is loaded vision can be initialized after the skirmish replacer units have been set, or something). 

    It's pretty much the only thing that keeps my mod from being entirely automated. I already have the code finished to do all the location mapping automatically but i cant use it because the previous spot will be visible without a manual workaround. Maybe one of the devs want to make a function in the future for us to reset exlored areas, but i'm sure they are busy enough as is already. Still hoping though ^_^

    • Like 1
  3. Small update. Added a new variable to a map's script: 

    // Setting this to true returns player entities to their original spot before randomnization (useful for atlas).
    var g_atlasEditor = "false";

    It does what the comment says. I also recommend loading in TriggerHelper.js in your map's xml file so atlas editor can open the map without any errors. Check my maps in the mod as examples. Updated the OP download.

    Not relevant anymore.

  4. 4 minutes ago, nifa said:

    I imagine it like having a contract with them, and if you can't pay they just leave.

    I think a better solution would be that the mercenaries get demoralized, meaning their stats (ATT/DEF) will be lowered if you dont have the resources to upkeep them. Im not sure if this upkeep mechanic fits into the game at all though, but it's not a bad suggestion.

  5. 1 hour ago, cowehe8775 said:

    In the Alpha version Mercenaries are way to expensive and cost almost as much as champions.

    I still like this idea i had about this; Make mercenary cost relatively low at the start of the game  and increase the price every time the unit gets bought.

  6. Hi all, 

    I've made a new map that is actually a remake from a map in Red Alert 2: Yuri's revenge. I've played this map quite alot back then because it was definitely one of the harder maps to play out there. It felt as if the AI was extra aggressive on that map in Red Alert. I really like the layout because you can do pretty much any strategy you like with it. Anyway, here a quick comparison:

    A_Path_Beyond_II.thumb.png.4642bec23575e59e9561521136807856.png1135067858_RA2APathBeyondii.thumb.jpg.c07d0ef30170e06f7effaa3229ddd831.jpg

    This map will be included in my new mod that includes player position randomnization and makes sure that ridges cannot be abused by ships by unloading units over them. I've done my own take on the iber defense on the start of the game which can be seen in the screenshots below.

    6.thumb.png.e134284258eb30e2267e67b2b30efa65.png

    1506679300_5(1).thumb.png.d6fa8a4cc6b9e7ff589b94029280165d.png

    2023497252_5(2).thumb.png.5efad5f7959ecb64e08a7a9c200667dd.png

    3.thumb.png.9b0c9c00a7d87d74ef7da064d4edaa90.png

    2.thumb.png.f62aa938f81ae37a993ba6ed7139f8ba.png

    1.thumb.png.5e5e02637390398887a603167e301984.png

    A_Path_Beyond_II_Modio.thumb.jpg.828fc3d42415a115e4bbee2308f1bc09.jpg

     

    Download my mod here New mod: Grapejuice - Game Modification - Wildfire Games Community Forums

    • Like 5
  7. Wouldn't a render range (aka render distance) limiter give a decent boost too? Because if we tilt the camera top down you get much more fps then a side view. Or maybe a slider in the menu to limit render distance for x+z coördinates while ignoring height ( y ) from the equation. Just thinking out loud here.

  8. 16 minutes ago, Nescio said:

    For what's worth, https://en.wikipedia.org/wiki/Camel_racing writes:

    Camels can run at speeds up to 65 km/h (18 m/s; 40 mph) in short sprints and they can maintain a speed of 40 km/h (11 m/s; 25 mph) for an hour.

    Whereas https://en.wikipedia.org/wiki/Horse_gait#Gallop writes horses can maintain their top speed of 40 to 50 km/h for only a few kilometres i.e. a few minutes at most. If we trust Wikipedia on this, then camels should realistically be much faster than horses.

    You are comparing a gallop vs sprint though. A horse can sprint around 80-88 km/h. Which is about ~25% faster than a camel sprint. And obviously the horse has alot more stamina but thats irrelevant for the game.

    17 minutes ago, Nescio said:

    0 A.D. is a historically-inspired fantasy game, though, and gameplay trumps realism.

    Well how a game plays is rather subjective. The other prefers realism, the other balance. Either way, making camels slower is more accurate, and balances them well. I dont think you should bend reality just because its a game but rather only if its the last resort to making a solution. Breaking immersion with unneccessary fantasy elements can be a deal breaker to people. 

  9. 1 hour ago, hyperion said:

    Well the game gets optimized for midland with temperate biome, so high stone and metal cost becomes an issue. Only food and wood is abundant there. So a merc can't cost 100 metal unless you have enough alternative units to choose from.

    Well you are still able to trade though. Also might be an idea to start the prices relatively low for mercs, then increase the price a little each time that unit gets "bought" all the way up to a certain (expensive) limit. 

    1 hour ago, hyperion said:

    I forgot before to mention pikemen were horribly slow, harming economy and were left in the dust by rams.

    I dont know how slow they were, but they are still painfully slow though. Which is fine to me considering how tanky they are :)

  10. 21 minutes ago, hyperion said:

    Once upon a time camels were slow

    I like this. If you calculate camel top speed vs horse top speed irl a camel would be about 25% slower. 

    26 minutes ago, hyperion said:

    and the cost of slinger and mercenaries really did hurt.

    I like this too. But because you hire mercs they shouldnt cost food/wood in my opinion, just raise the stone/metal price. Even though most people think slingers are OP, i think the balance between archers/slingers/skirmishers is nearly perfect in itself. It's the army with the better mix (or straight up fantasy heal spam) or micro that often comes out on top. 

    • Like 1
  11. 4 hours ago, Stan` said:

    Before installing i get

    1770834323_image(7).png.9b251e8dc8980e1d785bec80716dead2.png

    During installing i get

    2038818876_image(6).png.284a1c2392b345ea8f31be08fc434fd7.png

    log

    Spoiler

    12:33:04 woensdag 6 januari 2021: [SDKSetup:Error] Config_Products_Install: Installation of Product Microsoft Windows SDK for Windows 7 (failed): Please refer to Samples\Setup\HTML\ConfigDetails.htm document for further information. Stack:    bij SDKSetup.Product.ConfigureRelatedSfx()       bij SDKSetup.Product.ConfigureNewProduct(ManualResetEvent CancelEvent)
    12:33:04 woensdag 6 januari 2021: [SDKSetup:Info] Config_Products_InstallNew: End installation of new product: Microsoft Windows SDK for Windows 7
    12:33:04 woensdag 6 januari 2021: [SDKSetup:Error] Config_Products_Install: Windows SDK Setup (failed): Installation of the "Microsoft Windows SDK for Windows 7" product has reported the following error: Please refer to Samples\Setup\HTML\ConfigDetails.htm document for further information. Stack:    bij SDKSetup.Product.ConfigureNewProduct(ManualResetEvent CancelEvent)       bij SDKSetup.Product.SetupProduct(TaskMode taskMode, ManualResetEvent CancelEvent)       bij SDKSetup.ProductCollection.SetupProducts(TaskMode taskMode, DownloadManager downloadManager, ManualResetEvent cancelEvent)       bij SDKSetup.ConfigProducts.DoCurrentTask(TaskMode Task)
     

    Dont know if you need this info but i got the latest .net framework installed.

  12. I get the following errors when i try to build solution: 

    Spoiler

    Severity    Code    Description    Project    File    Line    Suppression State
    Warning    C4459    declaration of 'prefix' hides global declaration (compiling source file ..\..\..\source\ps\DllLoader.cpp)    engine    e:\devversion\libraries\win32\fmt\include\fmt\format.h    1535    
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\waio.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Warning    C4456    declaration of 'it' hides previous local declaration    gui    e:\devversion\source\gui\objectbases\iguiobject.cpp    369    
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\wfilesystem.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    engine    e:\devversion\source\ps\gamesetup\gamesetup.cpp    288    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    simulation2    e:\devversion\source\simulation2\components\ccmppathfinder.cpp    823    
    Warning    C4373    'CCmpGarrisonHolderScripted::SetInitEntities': virtual function overrides 'ICmpGarrisonHolder::SetInitEntities', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers    simulation2    e:\devversion\source\simulation2\components\icmpgarrisonholder.cpp    38    
    Warning    C4373    'CCmpTurretHolderScripted::SetInitEntities': virtual function overrides 'ICmpTurretHolder::SetInitEntities', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers    simulation2    e:\devversion\source\simulation2\components\icmpturretholder.cpp    53    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    graphics    e:\devversion\source\renderer\renderer.cpp    1298    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    graphics    e:\devversion\source\renderer\renderer.cpp    1324    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    graphics    e:\devversion\source\renderer\renderer.cpp    1344    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    pyrogenesis    e:\devversion\source\main.cpp    241    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    pyrogenesis    e:\devversion\source\main.cpp    375    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    pyrogenesis    e:\devversion\source\main.cpp    445    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    pyrogenesis    E:\devVersion\build\workspaces\vs2017\LINK    1    
    Warning    C4724    potential mod by 0    test    e:\devversion\source\maths\fixed.h    158    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    test    E:\devVersion\build\workspaces\vs2017\LINK    1    
     

    The build solution attempt i made after that yielded something different: 

    Spoiler

    Severity    Code    Description    Project    File    Line    Suppression State
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\waio.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\wfilesystem.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    pyrogenesis    E:\devVersion\build\workspaces\vs2017\LINK    1    
    Warning    C4724    potential mod by 0    test    e:\devversion\source\maths\fixed.h    158    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    test    E:\devVersion\build\workspaces\vs2017\LINK    1    
     

     

    I use Visual Studio 2019 and the 'Visual Studio 2017 (v141)' toolset. The active configuration is set to 'Release'. I took the code from: 'git clone https://github.com/0ad/0ad.git'

  13. 26 minutes ago, wowgetoffyourcellphone said:

    Seven Hills

    The 7 hills of Rome and the Tiber River before the city was founded. The Fields of Mars (Campus Martius) and the area of the Forum should be marshy. The Tiber should have an island in it.

     

    Have you got some sources/presentation to go with it? Otherwise i'll check when i'll have the time to do it. Thanks for sharing though :)

  14. @badosu 

        Engine.CameraMoveTo(1000, 800); <-- should be correct, but doesnt work. Gives back 'CameraMoveTo is not a function' even though it's literally used this way in other scripts, like your monitor mod but also in vanilla. Must be a root level issue.

        QueryPlayerIDInterface(1).SetStartingCamera(1000, 0); <-- Throws no errors but doesnt do anything either. 

    Do you maybe have ideas on how i could manipulate where i want the camera to be? It's my only issue left right now with this mod.

     

  15. hi all,

    I had this idea, lets make a thread for map creators where they can get inspiration from. Many of you probably know alot about history especially around 0ad timeframe, and know about interesting battles that have happened or places to recreate. The idea is to share that information here, so that a map creator can pick it up and start working on it. To keep things clear with a nice overview it's probably best to use a format e.g.: 

     ----------------------------------------------------------------------------------------------------------------------------------------

    Name: Battle of Thermopylae

    Type: Historical Battle

    Sources

    Comments/explanation

    Spoiler

    Explain/describe what happened in this section / Unique details that you feel must be included /  Typical historical errors made by people (like spartans werent alone, they had allies with them, est around 7000 total)

    ----------------------------------------------------------------------------------------------------------------------------------------

    If you wish to contribute i'm sure the map creators will be thankful, at the very least i am. Copy and paste the format from above and start sharing (Keep the comments/explanation in a spoiler tag please, for better readibility of the forum). Looking forward to learn some new history.

    A few last notes.

    1. If you as a map creator decide to start working on one of the projects, please call it out in the comments section to prevent more than 1 person working on the same thing.
    2. If you decide to share a battle/historical place make sure your sources are solid, i learned from battle of thermopylae that alot of sources are not credible and often contradictory. Sometimes more than others you will get fed biased information/stories much like the spartans themselves did.
    • Like 3
  16. 3 hours ago, hyperion said:

    Why do you need both Unassigned and Removed?

    To add to stan's answer, an unassigned player is also useful for making scenario maps where you can spawn an uncontrolled player and then control them via scripts. Example: A historic battle scenario where 2 players are allied, 1 is controlled by the player, 1 is unassigned but controlled with scripts (Also, Petra AI wont do anything without a CC). 

    • Like 1
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