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hyperion

WFG Programming Team
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Posts posted by hyperion

  1. 3 hours ago, Atrik said:

    A vanilla badge seems very very arbitrary as some mods don't even change anything/much* in game

    I simply can't be bothered to discuss what means not much. I will play with mods and I don't care what mods you use. If I play you and had fun I'll play you again otherwise I'll doge you in future, simple as that.

     

    4 hours ago, Atrik said:

    Idk know about this badge idea but having all players mods displayed in game room could be nice to have still.

    Many mods I don't know what they do and then we have the "user mod" which by design isn't a "mod".

     

    2 hours ago, wowgetoffyourcellphone said:

    I kinda don't understand this. So, according to your opinion, WFG should sign any mod as long as it's not directly malicious? Even if it gives multiplayer players macros and other things? What if it's a "no fog of war" mod? As long as it's not a virus, then WFG should sign that and add it to the official downloads? 

    If my signature means anything but checked for nasty bugs and malicious code I simply couldn't be bothered to sign anything at all. For me to dip my fingers into this it have to be part of a payed job description.

  2. 1 hour ago, Stan` said:

    Even that badge wouldn't be enough. Some people just edit the public mod these days...

    Against accidental edits (1) of public you could do something, against deliberate edits with the goal of showing a vanilla badge without playing vanilla nothing can be done. I repeat any and all technical solutions suggested to "prevent cheating" are utter garbage conceived by people which don't know any better. Such a thing simply doesn't exist and wont ever exist for 0ad. If you fully control the hardware the user runs 0ad on you'd have some means.

    The badge is a compromise, a concession to people who want to hunt others for playing some definition of unfair.

    Protecting devs and other staffers is far more important than anything else. There must be no room for discussion what is cheating and what not. So if you use any mods you have no ground to accuse others of cheating. This auto-sniping was even suggested by wraitii in some form for the base game before, so excuses like my mod should be in the base game, is standard for an RTS or similar, therefore is okay but yours is not are sort of ridiculous. So either you play vanilla or you don't. Pretending to play vanilla when you are not is cheating, anything else is not. Enforcing is impossible but occasionally catching someone is possible (2).

    Sure you can go for other definitions of cheating but that means an extra burden (to mental health) and we have a recent example of a dev saying it's enough to prove my point ;)

    There was also a thread maybe a year ago where some user was asked to share their pov on a conflict which they then did. Sure that position wasn't great but what shocked me were an awful lot of justice knights that jumped out using language far beyond what is acceptable and feeling smug about what great they did for the community for lynching an individual.

    An other example is Norse, sure sometimes unconventional how he does moderation but I have seen nothing so far that would be make doubt his integrity, still there seems to be an awful high level of acceptance for attacks against him.

    Basically I feel anything but a simple rule as I propose for what constitutes cheating is simply creating a breeding ground for further misconduct, unfortunately.

     

    (1) It's reasonable for someone to assume to mod the game is to extract public and work away on it whiteout realizing that this sidesteps some vanilla badge you don't know exists.

    (2) For example someone uploading a video to youtube while forgetting to disable their mod.

  3. On 12/12/2023 at 8:06 PM, rossenburg said:

    Even if there's a slip-up and a cheat mod accidentally gets approved and reported

    Does this mean the authority to decide doesn't lie with the dev signing? So how should it work then, some user claiming the mods I use are fine but the one you use is not gets to make the call?

    I struggle to see why WFG should even try to get involved in this mess (a social problem with not technical solution at all). Why not simply add a vanilla badge to user in lobby that don't use any mods and make the only form of cheating recognized by WFG modifications to show said badge when not appropriate. If hosts of games or even tournaments want random mods rules then it's their business.

     

  4. 3 hours ago, rossenburg said:

    Here's an idea to ensure fairness and block cheat mods: why don't we consider permitting only verified mods through mod.io? These mods undergo manual checks before being signed. If a mod isn't listed on mod.io, its not compatible even tho it can still be used in single player games. This approach ensures fairness as any mod used should be available to everyone.  if your mod isn't signed, it won't be usable in multiplayer games.

    So instead of a dev just checking if there is no malicious code you want to put him into the crossfire of the vocal and abusive community for signing the wrong mod? Given that it's outright impossible to implement so that it can't be sidestepped I suggest to give up the notion of this being a good idea.

    • Like 1
  5. 48 minutes ago, zozio32 said:

    Linux 22.04

    Mh, probably Ubuntu 22.04. python-is-python3 sounds like a package installing a symlink python pointing to python3 and the the package python-is-python3 just so depends on a package python3 which in turn depends on a package python3.10 for example. My guess the package python3 if it exists would be what you want.

    Not sure what the canonical way to install python 3 on Ubuntu is but looking at the results of "apt search python" should probably make it obvious.

    • Thanks 1
  6. 5 hours ago, phosit said:

    Can you upload a patch? (I'm shy of patching libraries)

    Is correct but might be incomplete.

    Edit: tested to be complete, builds with 2.11.5, 2.12.1, 2.12.2 and git HEAD.

     

    5 hours ago, phosit said:

    To address the readability issue we could use a temporary/using.

    using MaybeConstXmlError = std::conditional_t<LIBXML_VERSION >= 21200, const xmlError, xmlError>;
    void errorHandler(void* UNUSED(userData), MaybeConstXmlError* error)

    Don't think this improves readability over your first suggestion. It's not complexity that is the issue just that people aren't used to it in this context so it takes an extra one or two seconds to mentally parse, at least for me. The greater than char in the greater than equal token doesn't help ;) Whether or not the tradeoff vs. not using the preprocessor is worth it I don't know.

  7. 20 minutes ago, phosit said:

    I don't like preprocessor directives. We could go for:

    void errorHandler(void* UNUSED(userData), std::conditional_t<LIBXML_VERSION >= 21200, const xmlError, xmlError>* error)

    As long as it's not the cast variant of solving this I'd be fine with either.

     

    21 minutes ago, phosit said:

    @hyperion Does Fcollada also have an issue with newer lxbxml2 version?

    Looking at the linked ticket a future 2.12.3 should no longer have any issue, still technically it's a downstream bug, just that the fallout was unexpectedly large and the missing headers where injected back upstream. So I'd add the parser header regardless as this also allows the use of all 2.12.x releases.

  8. On 14/10/2023 at 3:11 AM, The Undying Nephalim said:

     - Glow Shader: Another feature I have been practically begging for since as far back as 2017. I have seen various implementations of this in screenshots but it has to this day never been released. There are many ghostly units and creatures known for their glow effects that are missing them and they look terrible in the game at the moment.

    Alpha channel of spec map can be used for emission with corresponding material definition, eg see basic_glow_norm_spec.xml

    Another option would be to grab a Kronos ref implementation of PBR shader and modify it to work with pyrogenesis, Vladislav has plans to move to PBR at some point, so you'd be somewhat future proof and have a probably better time using modern tools.

  9. Finite resources are somewhat important for rts, so me think it's up to mapmakers to add more fish (more or bigger patches) if that improves a certain map.

    One problem is the role of fishing isn't that obvious in 0ad as let's say aoe2, where its used to grow eco faster early on and still not lose all purpose later with fish traps by converting wood to food over time in balance with fields.

    • Like 1
  10. Well, for Linux only sources are provided and distributions have to build 0ad themself. Also they wouldn't accept bundled deps and so the situation is different than for Mac where the goal is an all-in-one dmg. If you build for yourself fixing the build script to use homebrew packages is obviously possible. At least you get a working build script you can use as base unlike on Windows where the deps are prebuilt. :)

     

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