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Everything posted by hyperion
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Just a nit. Not really a coincidence, engaging chatbots already existed in the 70' (tho computers were somewhat harder to come by compared to today obviously) and we also had an AI race in the 80', just at that time it was between US and Japan. LLMs (branding) aren't much different, it's basically better hardware and some continued research in this topic, that is all, the hype is mostly just loooooots of money being spent and somewhat broader availability.
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Looking for feedback on Atlas — what works, what doesn't?
hyperion replied to lilypoppy's topic in Help & Feedback
Needs custom templates or scripting, could be done one way or another but would be major work, so don't hold your breath. -
Looking for feedback on Atlas — what works, what doesn't?
hyperion replied to lilypoppy's topic in Help & Feedback
You can show passability under Terrain -> Visualize. -
Looking for feedback on Atlas — what works, what doesn't?
hyperion replied to lilypoppy's topic in Help & Feedback
a) You can copy paste groups of trees. b) Yeah, guess that is missing from Atlas. Also don't think there is a ticket already, so suggest to file one. c) Trigger scripts should run, suggest to load the cinema demo map and run it in atlas for a test, that certainly worked in the past. Maybe I'm missing something here. -
In part. More like the pipes in Mario to change maps. I'd say that is actually genius to not do it in a more "realistic" way. Using another game category racing, where realistic is very much computationally possible, there I'd say Tracmania is still much more enjoyable for most then a simulator. For RTS I'd say AOE2 (a better game than the more realistic AOE4 ) is the gold standard and it's full of unrealistic mechanics. So realistic is never really worth optimizing for, it certainly isn't needed for a successful game. If you can't attack through walls you would get very strange unit pathing behaviour unless you make the pathfinder aware of this and we would be already in the territory of computationally to expensive. And as I said above you would have to do the same for arrows and for any obstacle or you are inconsistent. One argument for not allowing pikes through walls mentioned above was for the sake of new user. Here I argue discoverability and consistency are much more important. I'd say Petra being a bit to strong for new players and us lacking in the tutorial aspect is far more detrimental than anything else.
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"Realism" doesn't make a game better, it's just that maybe the last 10-20 years this was what people were trained to believe, how else can you sell a new hardware every other year . Some of the most legendary games are from the 80' and 90' after all. Anyway correct wall physic is computationally much more expensive, and if you do it with walls why stop there. How about buildings, trees or terrain? You see were this is going. Lag is always much worse then some bending of realism.
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I get the same 500, no worry, Thanks for filing non the less.
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If release then likely fixed in git already. Real bug, the dropdown getting in the way is sort of ok, not great for sure, showing wrong description definitely is not, also some description don't even fit in the tooltip region. Please file a bug on gitea. If in release then likely fixed in git already. Walls don't prevent attacks, just movement, this is no different than arrows. If release then likely already fixed. For those I sad likely fixed would be nice if you could try to reproduce on main.
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Looks somewhat like the premake bootstrap script runs git tag to get the version and as such breaking the build, guess you can add any commit on top of the tagged one and rebuild premake and you should be good, please also file a bug on gitea if that is the case.
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mod shiny - alternative main menu & UI theme
hyperion replied to maroder's topic in Game Modification
Don't know if that is the latest, but the latest I have at least. shiny_a27_2-01w3.zip -
Unusual graphics behaviour on intel arc, Linux
hyperion replied to blarp123's topic in General Discussion
What is the kernel version and mesa version? Asking because the Xe driver is still quite new. Also can you consistently reproduce it or was that a one off? Also is it limited to one of opengl or vulkan? -
I can't suggest any help. You have to look further up in the output for what went wrong. For the download issue curl should have given you the answer and for openal the compiler. "Problems with spidermonkey" doesn't allow anyone to help. Always go back in the logs and look for the first issue.
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Just retry, the server hosting the file might have been to busy.
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Your hardware / driver doesn't support it.
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That is Petra doing it, it's not inherent to the game. It makes the AI "stronger" but arguably "less fun" to play against. So if there is some consensus we could revert it.
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pmp is the terrain (heightmap and textures), xml basically says where to place which entity and some other parameters like sun light for example and js is indeed for triggers. pmp and xml you probably only want to edit via Atlas. For triggers best read the scripts for other scenarios and binaries/data/mods/public/simulation/components/Trigger.js for available events.
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Pushing to fork on gitea
hyperion replied to Raffi Enficiaud's topic in Applications and Contributions
What are the configured remotes (git remote -v) and what command do you try to push? -
Quick look at the gloox sources there is no explicit handling of client certs at all. Also https://learn.microsoft.com/en-us/windows/win32/secauthn/performing-authentication-using-schannel suggest Windows only looks for client certs if the server actually asks. Maybe you can configure ejabbered to not do that.
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Is there a hotkey for selecting units with more experience?
hyperion replied to Blackhydra's topic in Help & Feedback
Getting to a hundred pop a minute faster beats any of this optimizations hands down. Indeed, much more useful. -
Is there a hotkey for selecting units with more experience?
hyperion replied to Blackhydra's topic in Help & Feedback
Just experience doesn't change anything, it's only used for promotions. You can double click to get all units of the same type and if you triple click you can limit the selection to the same rank. Generally micro isn't of much relevance until you become really really good at the game, so I'd suggest to focus on macro instead. -
Research project using 0 A.D. as a case study
hyperion replied to Loother's topic in Game Development & Technical Discussion
It's inspired by the network code found in AOE2, the original edition. A resource would be https://www.gamedeveloper.com/programming/1500-archers-on-a-28-8-network-programming-in-age-of-empires-and-beyond Beyond that we use enet and @phosit has a move to quic in the works https://gitea.wildfiregames.com/0ad/0ad/pulls/8925 No discord, we are using irc , see the forum header, but none of us is highly active, so you would have to idle some time there to catch someone. -
The structure tree mockup is also much better then the current one, do you have one for in-game ui as well?
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I'm not really fond of "customizations" either, lots of code for little value. Having a single toggle for two UIs, the current "CRT" optimized one and a new one focusing on modern format 1080p and 16:9 supporting also 21:9 and whatever insanely wide monitors exist. The "LED" version would scale well on modern resolutions, be it 720p, 1080p, 1440p or even 2160p. It could also incorporate many of the suggested changes, I can't say I absolutely love the mock ups but they are much much better than what we currently have. Once the "LED" one is polished we can consider dropping the "CRT" one at some point.
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Yes, Wildfiregames doesn't hand out IPads. About getting mail, maybe you have email notification enabled, click the bell icon at the top and go to notification settings. That would be a means for others to send you email through the forum software itself without having to know your email.
