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andy5995

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Everything posted by andy5995

  1. I found it's easier to make a harder civ than a harder AI (see attached). Here, Kush is very hard AI (T1) versus 3 very hard AIs (T2). I gave the Kush an upgrade they can research at game start. It multiplies a lot of things by 3x and affects most units.
  2. @Stan`Looks like it hasn't. If it's abandoned and someone wants to update it and submit a PR to community maps 2, I'll test it out.
  3. @Tyrannosauruswhat you can do in the meantime... Make sure atlas is closed. Copy (from the 0ad data distribution archive or svn repo) `binaries/data/mods/public/maps/random/rmbiome/randombiome.js` into this directory (On Linux): `$HOME/.local/share/0ad/mods/user/maps/random/rmbiome` (make the directory if it doesn't exist) (On Windows): `C:\Users\{name_of_user}\Documents\My Games\0ad\mods\user/maps/random/rmbiome` (On OSX): /Library/Application Support/0ad/mods/user/maps/random/rmbiome Open the file and near the top, you'll see a section that looks like function setSelectedBiome() { // TODO: Replace ugly default for atlas by a dropdown setBiome(g_MapSettings.Biome || "generic/alpine"); } You can change "alpine" to something from this directory `binaries/data/mods/public/maps/random/rmbiome/generic/` After that, when you generate most random maps in Atlas, it will have the biome you've set. Does anyone know if there's an existing ticket for what's mentioned in the 'TODO' line up there? @Stan`@Freagarach
  4. @YavinI meant subscribe to the GitHub PR. I'm sorry for the confusion, that is my fault.
  5. Thanks for the feedback @Frederick_1 I'll wait for more feedback then before making a final decision. I opened a draft pull request so if anyone wants to pull the branch and test it or leave feedback you can use https://github.com/0ad-matters/community-maps-2/pull/60 @Yavinyou might want to hit "subscribe" on that PR so you'll get notified of changes.
  6. It's very nicely designed map @Yavin . On my system the map takes over a minute to load so I don't think it will be suitable for inclusion in the community maps mod. My hardware: i5-6400 CPU @ 2.70GHx4 GeForce GTX 1050 12G Ram
  7. Widelands has a "playtime scheduler" so people can match times they can play with other people (visible only to logged in forum users).
  8. @YavinThanks for updating your map. I understand you're not into IT, but if you're at all interested in trying out GitHub a little, could you submit your map through the GitHub repo at https://github.com/0ad-matters/community-maps-2 ? I can help guide you through the process if you could join my unofficial 0ad Zulip chat If you can do it through Github, it also makes submitting changes easier in the future. None of that is a requirement though. If you don't want to try Github, I'll download and test your map again soon.
  9. Here's another 0ad chat server https://0ad-matters.zulipchat.com/ It uses the Zulip platform. I plan for it to be mostly focused on modding and artwork.
  10. We've made a few changes to it over the last several months.
  11. Disregard. It's working now. I had 'export WX_CONFIG=wx-config-gtk3' in my ~/.profile. It's been there for about a year and things have been fine, but I guess something changed during a recent Manjaro update.
  12. I'm not able to build Atlas on Manjaro 21.3.6 (probably has something to do with a recent update of Manjaro) First I saw this scroll by when running './update-workspaces.sh' Premake args: --atlas sh: line 1: wx-config-gtk3: command not found sh: line 1: wx-config-gtk3: command not found Building configurations... Running action 'gmake'... Everything kept going for a while but it eventually failed: main.cpp Linking pyrogenesis ==== Building mocks_test (release) ==== Creating obj/mocks_test_Release mocks_test.cpp Linking mocks_test ==== Building AtlasObject (release) ==== ==== Building AtlasUI (release) ==== precompiled.h ../../../source/tools/atlas/AtlasUI/Misc/precompiled.h:107:11: fatal error: wx/wx.h: No such file or directory 107 | # include "wx/wx.h" | ^~~~~~~~~ compilation terminated. make[1]: *** [AtlasUI.make:188: obj/AtlasUI_Release/precompiled.h.gch] Error 1 make: *** [Makefile:181: AtlasUI] Error 2 make: Leaving directory '/home/andy/src/0ad/build/workspaces/gcc' I have no 'wx-config-gtk3' in my path, but I have 'wx-config' (which is a symlink to '/usr/lib/wx/config/gtk3-unicode-3.2') and it's version is 3.2.0. I have 'wxwidgets-gtk3 3.2.0-4' installed. I'm using the 0ad git version at commit 43232f44b28fd610481ec9594c332a5548328013 (HEAD -> master, upstream/master) Merge: 9bf575e57b 8a0866c80a Date: Mon Aug 1 05:00:50 2022 +0200 @Stan`@vladislavbelov
  13. I started working on it ( see https://github.com/0ad-matters/community-maps-2/pull/54 for details) @Vico
  14. @Genava55I couldn't find a ticket for that in either the gperftools repo or the graphviz repo You might want to create one if you believe those results are at all concerning. If you do, could you please post the ticket link here?
  15. I added a section to the wiki on how to generate that profiling info I originally got that info from the Geany project wiki @Stan`
  16. @Stan`It looks like if deathmatch is enabled, there isn't any need for the 10ad mod.
  17. Probably. I looked at the deathmatch mod. It looks like the 10ad mod doesn't alter any files that the deathmatch mod alters.
  18. If anyone is wondering what happens during a game of 0ad, here is the answer: (Any browser should be able to open the attached svg file) 0ad_pprof22027.0.svg
  19. @DeWynterThe 10ad mod does some of this. In the version for a26, P2 and P3 upgrades are free and they complete in under a second.
  20. @YavinNice! As far as teams, how is it meant to be played? I see 4 players close together at the bottom, and the rest are spread apart. I think it would be good to set the teams from Atlas so people have a better idea of a good set up. Doesn't seem like a good FFA map when 4 players are close together but the other 4 are spread out. I don't like how this CC is partially obscured from being so close to map's border. Also, the map description should be changed to something other than the default.
  21. This issue seems like it's almost not directly related to attack vs. vision range, but instead more of a problem that the status/health of a unit is not being updated if it's partially obscured by FOW. Probably much more serious a problem, and much more confusing, for new players.
  22. New report, a release blocker I think. In these screenshots I was firing at a Fort (that was *partially* obscured by FOW) with a Mace catapult. Note the game time in the upper right. I start firing about 19:55. Continuous fire until around 23:32, but no damage appears in the fort's health bars. When I units in range to completely clear FOW, the fort instantaneously shows as destroyed. commit 3ed74c4c4924fae6ad6d0c4c8698faed362d465b (HEAD -> master, upstream/master, origin/master) Merge: 29f53fe203 08e6d4f254 Date: Wed Jul 27 05:00:36 2022 +0200 @chrstgtr @Stan`@wowgetoffyourcellphone@Freagarach@Gurken Khan@Langbart
  23. Got a lot of scripting errors playing git version commit 52094b6f62041c8c03cbdd9909cc1794c08bfb49 (HEAD -> master, upstream/master, origin/master) Date: Tue Jul 19 05:00:53 2022 +0200 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 oldPos is undefined PETRA.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:384:9 PETRA.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:290:8 PETRA.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:832:42 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2282:20 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 oldPos is undefined PETRA.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:384:9 PETRA.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:290:8 PETRA.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:832:42 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2282:20 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 ... interestinglog.html commands.txt metadata.json
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