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Posts posted by hyperion
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@andy5995, just a random thought, might be a case of snap curl vs apt curl.
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14 hours ago, alre said:
you can also set it in the gui.
For me the lowest is turtle at 0.1 speed? But that might be more comfy anyway because commands are for the next turn (in mp some more), so with 0 speed you won't see the results of your action until you speed up again.
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This active pause sounds a lot like simulation speed 0, which you can set via console or add an option for via mod.
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14 hours ago, AIEND said:
Words like "sir" or "madam" were translated from European languages more than a hundred years ago when China was Westernized, and before that they did not exist in Chinese.
Old Chinese first, second, and third person pronouns do not distinguish between men and women.Yes, and in this context it's an Americanism among maybe some others, translating acknowledging a command for my native language / military would be something like "understood" or "copy" which is also gender neutral.
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user.cfg has higher precedence than local.cfg which has higher precedence than default.cfg. So default.cfg are sort of system defaults and local.cfg are user defaults, so if a property is set in user.cfg 0ad won't check there. If it's not in user.cfg it will first look in local.cfg and if that doesn't yield a result check in default.cfg.
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46 minutes ago, tuxayo said:
0ad-git AUR package on Arch Linux
0ad-git? Your package script might need to build the spir-v shaders or use the 0ad-spirv mod.
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Just now, Delfador said:
Is it possible to add a mirage that will dissipate when units approach? Wandering mummies, water oases...
In theory yes, but with line of sight in RTS this is probably not that meaningful.
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The main game has airplanes! There is also a dragon.
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45 minutes ago, Gurken Khan said:
Could you maybe teach the AI the difference between geographical distance and walking distance?
That's the UnitAI, not the AI player, still unquestionably worth fixing, maybe file a bug if there isn't one already.
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System print screen is all about your system, if it's broken fix your system (compositor).
About screen shooting error messages, you can do that but never show them to others, they much prefer them as plain text. Any error message you see in game is also logged to stdout and the logfiles and allows for easy copy paste.
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3 minutes ago, phosit said:
Regarding latency: I don't think of 0ad as a fast paced game so I don't value latency that high. If we still care there are better solutions: make the "turn count untill the input take effect" dynamic in MP games.
Dynamic input delay probably feels much worse than static somewhat lengthy one. At least for competitive play this seems a no go.
5 minutes ago, phosit said:I'm more in favor of split rendering from simulation. That would make the game a lot smoother by increasing latency (since the simulation or the draw commands have to be buffered somewhere).
That's a good idea anyway, nothing to do with turn lengths.
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100ms isn't humanly noticeable anymore I'd wager, so is there a need for 50ms? As for networked games, where the issue is most prominent wrt input lag, we aren't bound by turn length but RTT.
Looking at your graphs, given your fast machine sim update is always well within turn length, so no issue. But the gain isn't proportional to the reduction in turn length, so on slow machines sim update might no longer fit into shorter turns lengths when it did before which would lead to variable turn lengths much easier I'd guess which probably isn't that nice. Maybe your proposed tweaks can make up for it.
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10. Gathering resources under enemy tower.
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4 hours ago, Stan` said:
I really should make a video on how to install mods, pyromod, drag and drop, command line
Only those give the engine a chance to verify the mod beside being user friendly on top.
4 hours ago, Stan` said:put the zip in a mod folder with the same name, the options are endless
This are hacks which shouldn't be advertised at all. Sure once upon a time this was the only way and people will figure them out if required for very specific use cases.
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23 hours ago, ShadowOfHassen said:
I am new to git and coding, so, sorry.
No need to apologize. Maybe one needs to first run into an issue to appreciate another solution. I just suggest to try early to create a mod and patch against vanilla 0ad to see what it entails before spending lots of time on other details.
Good luck.
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There is an android port, just that it is likely outdated / in disrepair. If you are up to it get the sources and see what needs to be done to get it working again.
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1 minute ago, ShadowOfHassen said:
Delete files Via mod, do you mean your python script? I had a feeling that some of the unit files could be deleted, but I don't know which.
you can replace a file with an empty file and adding .DELETED at the end, this way if you load your mod you can "delete" files in the base mod. This is how you can remove a civ from the game for example via mod.
The script just does this for files you deleted in your git branch, so you don't have to care about anything, just working on the git branch as if you want to submit your changes to vanilla is all you'd have to care about. Generating a mod from it comes then for free.
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13 minutes ago, ShadowOfHassen said:
I found the git mirror though it's here right? https://github.com/0ad/0ad
That one or the one on gitlab.
If you work on a branch you can just
git diff -U5000 A26 > my.patch
and upload it to https://code.wildfiregames.com for review.
This approach also allows you to delete files via mod easily and the mod is much smaller.
Feel free to adopt it or not
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9 hours ago, ShadowOfHassen said:
Could you all review my pull request? It's Here: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/1
Can't say anything about the content but suggest rethinking the setup.
My suggestion is fork the 0ad/0ad repo, create a branch maybe based on the tag A26. Then edit binaries/data/mods/public directly. This makes it much simpler to port the changes to 0ad vanilla. Also you can rebase your changes to a different version easily like when A27 gets released.
Generating a mod can be done using a script, just did a minimal port of my shell script to python so it would possibly run on Windows too.
If your branch is based on A26 run the script from the git base directory as
python3 <path to script> A26
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22 minutes ago, Lion.Kanzen said:
We should have different icons for the versions of 0AD.
For example svn has a different icon and A26 has another one.
No, developers should see what users will see.
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24 minutes ago, Thunderforge said:
Is there some reason you can't have a live service model with a "beta" label? I mean, open source games like The Battle for Wesnoth add new campaigns and gameplay elements with each release, and Age of Empires II does the same, including new multiplayer modes in some cases.
I always find it funny to have an rc for an alpha, that's not how versioning is supposed to work ...
The we don't have a stable api or are feature complete is sufficiently communicated with a version lower than 1.0.0, having a warning in the modder guide to emphasize this once more while being sensible with actual changes and I call it fair game.
About unhappy users, true there will be more but that should be proportional to happy users. Even a decade ago the game was sufficient to entertain for many hours.
7 hours ago, wraitii said:(or computers will catch up...)
... or features catch up with computers
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16 hours ago, Stan` said:
Well that's what we've been doing since then => https://code.wildfiregames.com/paste/
And hopefully someday here => https://git.wildfiregames.com/wildfire-games/pyrogenesis-migration-scripts
This is much better than the past no doubt, still you can't expect users to be able to fix their maps created in atlas this way. I'm not advocating to not make changes for functional reasons but cosmetic changes are hard to defend.
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25 minutes ago, Stan` said:
Except that's not really part of the API
Not pyrogenesis but 0ad. Not that either officially claims something like an API
That change was done manually and after tripping enough people someone wrote a script, it would have helped it it had been the other way around. Write a script, if the output is what is desired commit the result of the script.
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4 hours ago, Stan` said:
@Freagarach is a good example of a modder that wanted more and eventually added a ton of gameplay features (he's also responsible for some of the api breakage but shhhh). I wouldn't mind having more features borderline with the game but used by mods.
Worst are the ones like stone -> rock, don't think @Freagarach is guilty of similar ones.
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Request for Sassanid Empire in Millennium A.D.
in Scenario Design/Map making
Posted
@Lion.Kanzen did some related work. I don't know the state but maybe he can use help.