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hyperion

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Posts posted by hyperion

  1. 2 hours ago, alre said:

    time ago, I suggested that a massage would pop up every time someone with an outdated community mod joined the lobby. can you do that?

    the latest version to the mod could be retrieved with a web request.

    A generic "check for updates" mechanism would make a lot more sense. Then it works for single player as well as any other mod on mod.io.

    Mod.io offers the API required, so the only thing really preventing it is finding someone sitting down and implementing it.

    • Like 2
  2. 1 hour ago, Baelish said:

    sudo apt install wx3.0-headers libwxbase3.0-dev libwxgtk3.0-gtk3-dev libwxbase3.0-0v5 libwxgtk3.0-gtk3-0v5

    For me 3.2 works well unlike 3.0 so I'd always recommend the former. From your synaptic screenshot it looks like you also installed 3.2 in parallel, so reinstall/update of some might have fixed the "alternatives" setup.

    • Thanks 1
  3. 2 hours ago, Obelix said:

    I'm thinking about how much bigger the installation file would be if we were to add all these audio files-or a tts model. Does anyone have a clue?

    A tts model is typically less than 100MB but likely is limited to a single language, so one might not be enough. The output could be generated and bundled while creating the mod if performance requires it. Size generated content depends on total text spoken obviously and the quality/bitrate of the encoding, might come at another 100Mb per hour. Splitting into addon-mods is possible.

    However, this would be a larger project (not just tts but the whole integration of speech) and I don't think it would be coming anytime soon, tho for immersion this would be a nice to have.

    Waiting for video support :)

     

     

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  4. 2 hours ago, vladislavbelov said:

    It seems kind of fatal, as SDL can't figure out the WM backend and setup cursors. We can workaround it but in theory it might lead to UB.

    4 hours ago, hyperion said:

    Maybe the OP should clarify if they can run 0ad at all without trying to install a mod but as I read between the lines they can. If this shall be considered fatal then and error should be thrown for arb and a message stating "no graphics backend could be initialized, shutting down ..." should be printed.

  5. On 21/01/2024 at 3:04 AM, Laythe206 said:

    ERROR: Failed to query SDL WM info: That operation is not supported
    ERROR: Unable to create device for GL backend, switching to ARB.
    ERROR: Failed to query SDL WM info: That operation is not supported
    ERROR: SetVideoMode failed in backend device creation: 1024x768:24 1
    ERROR: Can't create cursor: Cursors are not currently supported

    This error should have nothing to do with the mod or installing it, isn't fatal but would be nice to sort out as it prevents you from using a decent graphics backend but let's focus on the main issue going by topic.

    Can you install other mods this way?

    Are you able to download and install the mod via mod.io and just not via terminal install?

    What happens if you rename the zh-lang-0.0.26.pyromod to zh-lang.zip and place it in your mods folder and restart the game?

    https://trac.wildfiregames.com/wiki/GameDataPaths lists the various default paths. Also the game logs to stdout, if an error message can't be seen there you won't find it in log files either.

     

  6. On 15/01/2024 at 11:25 AM, Stan` said:

    This video explains it well https://youtu.be/C8YtdC8mxTU?t=976

    Fantastic video!

    Well, still I can't find the relevant portion in the code by skimming, all I found was the use of normal maps in the fragment shader (sure might have missed it tho). This would also give some level of perceived smoothness but is not what I have in mind for smooth shading, still the term flat shading isn't entirely appropriate either. Maybe normal map shading?

  7. Hard to tell even with a crafted example but noticeably different than in blender. Much weaker effect which might come down to a much cheaper algorithm. Could some tweaking get us closer to blender without ramping up computation time?

  8. 2 hours ago, Stan` said:

    Of course we have smooth shading Oo. Else barrels would look much worse. Units too.

    shot-2024-01-14_17-04-09.jpg.d2e89a5bf6daac560da84527cc333a05.jpg

    What would I have to change to make it work as this doesn't look like smooth shading at all.

  9. 1.) Smooth shading interpolates geometry during render, which isn't free and so the game engine doesn't do it as far as I'm aware, at least I never stumbled over code that would indicate otherwise. What you get is basically the same as flat shading in blender.

    2.) While baking you have to set metallic to 0 from what I remember when experimenting a year or two ago, don't know why tho. Could well have been a bug in blender.

  10. 29 minutes ago, Stan` said:

    Oh really ? That's sad :/

    The argument is it can't reasonably be discovered and to a lesser extent the means to distributing units across fields are lacking. If those issues can be fixed diminishing returns doesn't sound bad but coming up with a decent proposal seems non trivial.

    • Like 1
  11. 4 hours ago, guerringuerrin said:

    Then I guess that we agree that without some criteria and mechanisms that limit the use of some types of mod in a competitive environment it's really difficult to create a sense of fairness. Are we?

    Wild west is also fair but I don't mind either way. I see why people would want such a CoC and think it won't hurt at all. I'm fine with rules as long as they are written rules well thought out.

     

    4 hours ago, guerringuerrin said:

    And thank goodness it is not exposed, since it clearly provides a visual advantage.

    It's exposed in the config file which I consider perfectly legitimate to edit. Beside a possible advantage it might also help with performance. There are quite a few config options that people tweak that are not exposed in the UI. "gui.scale" for example only got exposed in the UI in svn but anyone with a 4k monitor probably wants to tweak it already.

    • Like 1
  12. On 03/01/2024 at 9:41 PM, guerringuerrin said:

    Of course. I just followed your proposal and wrote down open to any modification

    And I suggest to go trough with the polishing if you are serious about creating a CoC for ladder games. Get others interested in such involved where possible.

     

    On 03/01/2024 at 9:41 PM, guerringuerrin said:

    I mean things like this. The photo is not of good quality and perhaps cannot be appreciated, but by modifying the trees in this way the visibility of enemy units is greatly facilitated.

    I see. Well, I'd say this isn't that straight forward. First of all there is an option in the base game to not render decorative actors but isn't exposed in the UI (set renderactors=false if memory serves me right). Small trees mod is standard in the AoE competitive scene. Lastly there might be made an argument that color blind people need texture tweaking.

     

     

  13. 13 hours ago, guerringuerrin said:

    I would write the following: no mods that modify aspects of the game such as: moving units automatically; or modify the attacking behavior of units to auto-snipe or similar techniques that grant an advantage in battle; or automatically produce units, technology or phases according to available resources; or automate other aspects of the economy, for example, automatically building houses in a given space; or modify the graphics in such a way as to allow units to be seen under trees or mountains; or that allows the player to see the number of units garrisoned in buildings or ships; or modify unit graphics to highlight certain units so you can attack them and take advantage of it; or that allows automatic sharing of resources; or reveal the map; or notifying about other team events such as obtaining technology, changing phase, population and resources should be allowed in a competitive game unless all parties agree to allow them

    Overall reasonable but would need quite some polishing. What I don't get are units visible behind trees, the base game has unit silhouettes except maybe for the ARB shaders. Also number garrisoned can usually be inferred from arrow count.

     

    13 hours ago, guerringuerrin said:

    And in this sense, I would start by applying these criteria to the mods that are signed on mod.io

    To what end?

     

    13 hours ago, guerringuerrin said:

    And if that, in addition, is legitimized by the game itself, then there is no valid accusation of "cheat"/

    Legitimization only comes from writing the supposed rules down black on white, publishing a CoC for ladder games on the wiki or even better in-game. Some users making up rules on the go definitely lack legitimization.

     

    13 hours ago, guerringuerrin said:

    At least it would be nice if hosts had tools to detect the mods that others are using in the same way that the host's mods are seen in the lobby.

    Well, you can't detect it ever, technically outright impossible. It's entirely voluntary to share what mods you use. Atrik earlier in this tread also stated it would be nice to see others mods in the UI and as we are all curious creature I see why people would want it, but bare in mind this can be faked at will with no means of enforcing.

     

    13 hours ago, guerringuerrin said:

    Perhaps, like in Age of Empires 2, there could be a list of mods allowed for "ranked mode" and as many for a non-ranked mode.

    In AoE it mostly works because there is a healthy e-sport scene and no one will want to train with mods that can't be used in tournaments, 0ad is far from there.

     

    13 hours ago, guerringuerrin said:

    After all, most players are not super software developers and, even if they are devs, not everyone will have enough incentive to study the code and develop a cheat. But, if the game itself offers the possibility of using available mods with the features I am naming, then it becomes much easier for anyone to access those resources.

    The barrier isn't that high but I concur it exists. But a tutorial is written fast and we have seen quite a few proof of concept mods for such. I think I remember a mod that allows you to read enemy chat was posted not long ago ;)

    Maybe ChatGPT can also tell you how to :P

  14. 11 hours ago, s0600204 said:

    It would be a lot easier, I'd imagine/hope, to patch SM102.

    I somewhat doubt it as the python 3.12 porting only really started with SM120, if you want me to try on a different distro feel free to share your patch. I also realized we could just pre apply the binary patches as we repackage the tarball anyway, so blatantly updating bundled virtualenv to a recent version via binary patch (18M) could be avoided.

     

    @Stan` I played a match with SM91 vs SM102 and no OOS occurred, my guess the same would be the case for some more esr branches in both directions as we are no longer in the age of netscape where javascript was more like a toy. About we heavily patching SM, compared to distros we are close to vanilla :). The reason for giving up is more likely that requiring a different SM minor than the one provided by the distro leads to "slot conflicts", ie a user needs two versions of SM with the same major which can't be installed at the same time. For a packager it's hard to tell if the header check for minor is meaningful, so if in doubt do as upstream insists.

  15. 3 minutes ago, Stan` said:

    but the major check has to stay

    The major we ensure with pkgconfig already. So the the check in the header is redundant.

     

    5 minutes ago, Stan` said:

    In the current situation given the missing parts I'd say we're not ready for 102.

    I tried fixing sm91 for python 3.12, that one looks really tricky, needs more than linked patch  in the bug and I ended up with binary patches for virtualenv before stopping for now. If we can't add git to the build deps I fear we won't add support for python 3.12 either.

  16. On 28/12/2023 at 9:26 PM, Stan` said:

    Spidermonkey also breaks API in minor versions sometimes (happened for 78). Another issue was the ICU problem where you need to have the same version between spidermonkey and 0ad else it will fail to link, but they do not pick it from the same place.

    That incident with 78 affected at least a few distributions, so they must have used system spidermonkey at that time. Also that we are aware that some distros package sm wrt ICU in a way that causes issues is due to them using (or trying to use) system sm. Looking at the spec file linked by Norse we also see support for system sm.

    So if they can they really would prefer that option any day, but the rigid check makes this somewhat tricky for packagers.

  17. 1 hour ago, Norse_Harold said:

    We need more information, such as the versions of python, python3 and python3-six that you have installed, in order to help you with troubleshooting building alpha 27.

    It's a python-3.12 issue, I created a trac ticket with a link to the upstream patch, no need for more info or experiments, it's easy enough to reproduce.

     

    1 hour ago, Norse_Harold said:

    I would like to know which distributions specifically do that for their official binary package releases.

    Gentoo did for the longest time, then stopped because the restrictive header check became annoying for packaging, not because it could lead to OOS. Pretty sure once upon a time Ubuntu did the system mozjs thingy as well. The header test I consider a remnant of the sm-1.8 days. The pc file already ensures same major version.

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