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Dunedan last won the day on August 2
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Awesome work @victorcrimea! However, everybody please keep in mind, that we don't allow third-party bots in the official multiplayer lobby, so to use this dedicated server, please either use the direct connection option or a separately hosted multiplayer lobby. Ultimately it'd be great to have such functionality integrated into 0ad itself, so players don't have to go through additional hops to use it.
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Don't resurrect such old posts, but use the official way for rating disputes instead:
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The same is true for other game settings, be it activated cheats, relics win, last survivor or something else. For everybody unsure there is already the game settings page, which can be opened with a single click in the game. In my opinion that's absolutely sufficient (although the information could be provided in a nicer way on that page). There is no place for that with the smaller resolutions we support. Just have it show up when you take a screenshot. Aside from the mentioned problem that players might take screenshots using other tools, there is also a problem when players want to make screenshots documenting visual bugs where dynamically adding something to the taken screenshot might affect the shown bug. It's also potentially confusing or annoying for players who just want to take a screenshot of what is shown on the screen. The panel can be made wider but you cannot take account of the length of usernames You can dynamically (re)size it, based on its content. No matter what, I believe that'd be a nice improvement in terms of UI consistency. This might be over-engineering the screenshot functionality. Mind that 0ad is a game and not a screenshot taking utility. On the other hand I like the possibilities of that. I kind of like the wonder notifications, so right now I'd vote for showing the ceasefire information there as well.
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Bots usually behave notably different than humans. Most of them also aren't even designed to hide the fact that they're not a human user. So in most cases it's quite obvious. I believe I have explained that already in my earlier response. Anything I should clarify about that?
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Sorry, my statement was incomplete: bots run by players aren't permitted, the ones run by Wildfire Games are of course permitted (and are actually necessary to run the multiplayer lobby). What we need is a server, which can run headlessly, so without requiring a graphics card. It also has to be resource efficient, easy to isolate (e.g. by running it inside a Firecracker micro VM) and maintainable (so no re-implementation of the required functionality, but reuse of code we already have in pyrogenesis). Additionally it should be integrated into pyrogenesis and XpartaMuPP, so whether or not to use a dedicated server is an option in the game UI rather than sending chat messages. That'd also allow us to use it for rated games, something which isn't possible with an unofficial solution. It's probably also a good idea to get in touch with us developers while developing such functionality, so we can provide guidance where necessary, to avoid work which results in something which doesn't fit our needs and standards (for example a change of the network layer from UDP to QUIC is in the works right now (https://gitea.wildfiregames.com/0ad/0ad/pulls/8925), which would require changes to a dedicated server as well). That said, if we're talking about ways to improve the ability of players to join multiplayer games and improve their performance, proper support for IPv6 (https://gitea.wildfiregames.com/0ad/0ad/projects/9) is something I personally would like to see as a step before adding dedicated server functionality.
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You might not be aware, but uff wasn't the first to do that. @victorcrimea is working on this topic as well (https://gitea.wildfiregames.com/victorcrimea/0ad/src/branch/feature/dedicated-server/server) and at one point had a bot, similar to uffs, running in the lobby as well. He registered and used multiple accounts, which violates the terms of use. In addition, as a general rule, we don't allow any kind of bots in the multiplayer lobby. That's primarily to prevent abuse and protect the privacy and security of all users and it's also why @victorcrimea wasn't allowed to run his dedicated hosting stuff in the official lobby any further. That said, I suggested to uff yesterday to get in contact with @victorcrimea to collaborate on dedicated server functionality so we get something we can supported officially. We're an open source project after all, so we expect such contributions to be made using our usual processes and not in a way without us even knowing. I'm sorry that I wasn't able to better explain that to uff.
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I'd also suggest adding logging of ingame notifications (like joining players) and chat messages to the same per-match log file, which could be stored together with the replay data.
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Possible Performance Optimization
Dunedan replied to Asher's topic in Game Development & Technical Discussion
https://gitea.wildfiregames.com/0ad/0ad/issues/7194 -
I just edited the initial post and removed the naming of one specific player from the mod name in it and the zip-file with the mod itself (as that contained the mod as well). @Effervescent Feel free to edit the first post and add a zip file again, after renaming it to a name which doesn't bully a single player.
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Linux slowly dropping support for older hardware
Dunedan replied to Genava55's topic in Introductions & Off-Topic Discussion
I didn't question this use case, but there are other cases where old hardware is being used with modern kernels. Also for the case of using old hardware with old kernels, it doesn't matter if drivers get removed from the current Linux kernel. -
Linux slowly dropping support for older hardware
Dunedan replied to Genava55's topic in Introductions & Off-Topic Discussion
Generally people using the word generally don't know what they're talking about. -
Linux slowly dropping support for older hardware
Dunedan replied to Genava55's topic in Introductions & Off-Topic Discussion
It's even more hilarious, as we're talking about drivers, which are apparently not used by anybody anymore. -
Information about the translation integration process
Dunedan replied to Altay's topic in Help & Feedback
You should be able to review translations now. -
Information about the translation integration process
Dunedan replied to Altay's topic in Help & Feedback
Right now we don't care if strings are approved or not, we take whatever we can get (we obviously filter for vandalism though). The best way would be to get in touch with one of the language coordinators (https://app.transifex.com/wildfire-games/teams/17418/tr/). If they aren't responsive, let me know and we'll find another way. -
Information about the translation integration process
Dunedan replied to Altay's topic in Help & Feedback
Updates to the translations get integrated whenever a new version of 0ad gets released. Once we start the release process, we'll publish multiple release candidates, translators like you can use to check if the translations look fine in the game and give you the chance to polish the translations. The start of the release process will be announced via a notification on Transifex, as well as in the "Announcements / News" subforum here. If you're eager to try out the translation before, you can either compile the current development state of the game yourself or, if you're using Windows, use the nightly build: https://gitea.wildfiregames.com/0ad/0ad/wiki/NightlyBuild
