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WFG Programming Team
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Everything posted by Dunedan

  1. You can transport arbitrary data over XMPP, so that would certainly be possible using XMPP. However, any webservice exposing an HTTP-endpoint to submit such information to would do as well.
  2. I believe reporting and having mods deal with it is the better way to handle that. When talking about writing code, I'd rather prefer reporting functionality directly integrated into 0ad to make it easier to report offenses with all contextual information already attached in a standardized way.
  3. The ratings will be migrated once A26 gets released. The dev version of 0ad always uses a separate ratings database as the server-side lobby code (and possible the database structure) differs from version to version and might break something for the currently released version.
  4. Please try again. This should work now. Sorry for the inconveniences.
  5. Yes, it's based on ELO with some modifications. The current logic can be found here: https://github.com/0ad/lobby-bots/blob/master/xpartamupp/elo.py
  6. Just to chime in with my opinion: I barely play anymore, because a24 just feels dull and boring, as civs are now all (more or less) the same. I really liked the kind of differences between the civs before. Aside from that the most annoying changes for me are the sounds as well and the reduced movement speed of units.
  7. Just to clear things up: plautus' rules for this game were: no bolts, no catapults and no slingers. There was no rule about not entering the opponents base or something like that. That's again one of the cases where including the ingame chat log in the replay would be beneficial, as I proposed a while ago: https://trac.wildfiregames.com/ticket/5070
  8. Also quite funny from lobby chat afterwards:
  9. I joined one of plautus rated 1vs1 deathmatch games. All settings, including my civ, were his choices. Nevertheless he quit the game as soon as he recognized that he's going to loose. @user1 @Hannibal_Barca commands.txt metadata.json
  10. Look at the victory condition messages at the top. First line glitches away if there are too many of them. @s0600204 maybe?
  11. Roman spear cav shows sword animation when hunting.
  12. > The clients might send any kind of garbage and we get JSON errors repeated. Usually we solve this problem by removing the broken game, but it's probably better to add conditions all over the place in the long run. Clients should never show such errors in case they receive garbage in my opinion, as that's a sign of insufficient input validation (input as in data received) which can also be an wide open door for vulnerabilities, especially as it's input received via network. And we already had such a problem at least once. So I'm definitely in favor of adding proper input validation.
  13. Tried some stuff with mixed a22 and a23 code/lobby. Seems like it basically works properly. So opening a22 lobby in a23 shows all games greyed out as it would do for incompatible mods as well I guess. There are some small bugs though. While the mixed a22/a23 case isn't relevant I guess they are valid when listing mods as well: Selecting a running a22-game in an a23-lobby causes the following error message to be shown: WARNING: JavaScript warning: gui/common/gamedescription.js line 466 reference to undefined property playerData.AIBehavior Trying to join a a22-game in an a23-lobby causes the following error message to be shown: ERROR: JavaScript error: gui/lobby/lobby.js line 1181 SyntaxError: JSON.parse: unexpected end of data at line 1 column 1 of the JSON data joinButton@gui/lobby/lobby.js:1181:24 __eventhandler165 (mouseleftdoubleclickitem)@gamesBox mouseleftdoubleclickitem:0:1 or (if you clicked the join button instead of double clicking): ERROR: JavaScript error: gui/lobby/lobby.js line 1181 SyntaxError: JSON.parse: unexpected end of data at line 1 column 1 of the JSON data joinButton@gui/lobby/lobby.js:1181:24 __eventhandler160 (press)@joinGameButton press:0:1
  14. Found a little graphics glitch. Notice how the text isn't properly rendered.
  15. Awesome. Same as the dimension of the picture, so 1278x1368. That's half of my screen in width and the full height of my screen minus status bar and window decoration. That's the setup I usually use in gamesetup before I switch to full screen when the game starts.
  16. I just wanted to make a little thread with some small bugs, glitches and annoyances which are currently present in SVN and thus likely relevant for A23. Let's start with two issues: in gamesetup when the window is higher than wide, the settings take too much space, thus leaving to little space for the chat (see attached screenshot) the "Babylonian Scythed Chariot" the persians have available got a new "walking" sound (maybe other units as well). While that sounds fine for single units it sounds horrible if there are more than a dozen units walking at once.
  17. And another one: Slawek_PL commands.txt metadata.json
  18. As Medranozzz was in the lobby crying about having a too high rating, so he needs another account: Maybe he shouldn't quit rated games. Turns out my history of replays contained one. commands.txt metadata.json
  19. And another rated game quitter: Nacres commands.txt metadata.json
  20. And we have another rated game quitter: bigshot Looked like somebody with a equivalent score to me, but further inspection afterwards revealed that he has a suspiciously high win rate. Funny though the settings he chose for the game and how he played it. @Hannibal_Barca @user1 commands.txt metadata.json
  21. There are now a two additional patches up for review in Phabricator, whose goal it is to get "the lobby" to work with recent versions of its dependencies: D1182 – Make XMPP-bots work with newer SleekXMPP versions D1208 – Update mod_ipstamp for current ejabberd versions I'd be really glad if someone could review these patches, together with the already mentioned D1177.
  22. Attached are two replays of bitodiego quitting rated games. I heard other players have plenty of replays of the same situation as well. @Hannibal_Barca @user1 bitodiego1.zip bitodiego2.zip
  23. Both players having the same civ (and therefore the same CC height) doesn't seem to change anything. But what does change the angle is the position of the window on the screen. The only difference in the following screenshots it that the left window from the first screenshot is the right one in the second and vice versa.
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