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badosu

Balancing Advisors
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Everything posted by badosu

  1. I think this counts as a reasonable case for authorization, since he's not technically using it as a player account.
  2. Hi, I just got a Radeon RX 580 gpu and was testing on 0ad. When I enable postprocessing, I see a lot of pixels with weird colors all over the place, like if there was an issue with the cable. Interestingly if I take a screenshot from the desktop it renders ok. I took this one emitted via 0ad. Another issue is some random stutters when moving through the map, the FPS seems really variable, might be an issue with my setup tho. Apart from this, it looks great. I am able to render with almost all settings maxed out (except shader effects which is at 4.00) with 50-70 fps on 4k 4x4 Large continent.
  3. 1. Multiple hosts and players with hardware or software monitoring were able to see extremely high loads unrelated to the game itself, happens only when playing 0ad. Most notably one can see on aforementioned Dizaka thread. 2. Regular connection issues 3. Extremely high load when playing 0ad, sometimes shutting off all of the user's networking. 4. Good question, I'd like to see that. The best way is to have hardware monitoring capabilities, though some seem to have been able to track via tcpdump 5. Same as above, still not fully described, but Dizakas insights are relevant here. 6. .. 7 ..
  4. 1. That's a good question, it seems attacker sends packets that look like NTPv2 packets so pattern matching on that could help but they can change approach. No extensive (public) investigation on the attack was performed yet AFAIK tho. 2. It can, as I said on short term a tutorial on how to defend yourself is one short term attempt. Unfeasible though for non technical-savvy players.
  5. Rigorously speaking, one could fix this *only for the hosts dropping* by changing the codebase to allow for dedicated hosts: that includes bots commands to set map, civs, teams, etc. and gamesetup and headless mode. *Then* servers would have to be purchased and setup for that. This still would not prevent players being attacked, perhaps would increase surface area for attacker enough to get it mitigated though. To prevent players from being attacked the whole lobby infrastructure would have to be rewritten to be centralized so only the dedicated server knows player IPs. This would be huge, at least months if not years indeed. A tentative mitigation strategy with mods to make the attack as difficult as possible or an investigation on the perpetrator modus operandi with a tutorial on how to prevent being attacked currently seems the only feasible approach in the short term.
  6. I feel like one of the obstacles to donating is the lack of direction, it is kinda unknown, one feels uneasy to donate when you don't know exactly how that will be used. Sure, server for bots, site, SSL certs maybe etc. but at least having a defined goal for the future and how that money could help would be nice. This is both a good and bad example, a donation encouraging a change but at the same time that change becoming stale (a much needed one btw): https://code.wildfiregames.com/D1746 If it encouraged the team to make a change to the infrastructure that not only mitigated DoS attacks but promoted the use of dedicated servers, I would certainly feel extremely compelled to donate.
  7. Wtf, so they're flooding via NTP? Maybe blocking via NTPv2 pattern does it, awesome @aixo!
  8. Well, if that was done by BAR developers, I must say it worked Just sweep servers and ips on lobby. In any manner, attacker always targets specific targets, mostly op team games. 1v1s are spared (didn't hear a case where 1v1 was attacked). It's interesting that you had a case of this in a 1v1, I'd not rush to conclusions that it's the person you mentioned though, but it sure would be nice to find the attacker via clumsiness like here.
  9. Well, it's better to have that and have a player dropping as low percentage of ending game than for certain being dosed.
  10. I'd be up to making a mod to help with this, but I'm not sure I understand your tips.
  11. Is there a way to make some functionality to deregister from lobby after game starts? That could help.
  12. It's every single TG on regular hours on every single day of the week! Really, nobody can play a TG on regular hours anymore. It's not a sporadic issue.
  13. You meant @Dizakaperhaps? Or maybe dakeyras, dakora, darkcity..
  14. As I said, I don't mind a24 being released as soon as possible. I even advocated multiple times for reaching beta status. But we have a player base, that's been dwindling (at least with regard to the competitive scene) with the lack of progress on balance/performance/addressing the dos issues. Making at least one of the above worse does not help. But then, I was not even aware we had blockers for a24, especially given the lack of responses to raised questions about it on the forum (do we have a roadmap?). That said, releasing a24 would do more good than bad for the momentum at the current stage.
  15. I wouldn't mind relaxing the criteria for releasing a24, however I'd rather have unmerged gameplay patches in the release than a worse balance than a23.
  16. Not too difficult to make. I made the monitor mod modular, so you can just take the productionmode + adapt getplayersproduction to not return techs + replicate research_progress.xml and adapt it to your will. https://github.com/badosu/prodmod/blob/master/gui/session/ProductionMode.js https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/session/ResearchProgress.xml https://github.com/badosu/prodmod/blob/master/simulation/components/GuiInterface~prodmod.js#L168 Now if you're taking about adding to vanilla, that's a different story. I think it detracts a bit from the interface, especially (in my experience with monitor mod) on big queues, could be useful as an option for beginners though.
  17. As long as we can also address the issue with formation and pathfinding with strangler trees/obstacles, I agree
  18. Just my 2 cents, unless something dramatically changes more differentiation won't bring much improvement to both gameplay and historicity, in my humble opinion. AoE2 has a wide variety of counters, well defined rocks-paper-scissor, and I feel it's kinda boring/spammy/mechanical. Focusing on mechanics, I wouldn't say an extreme change - maybe flanking, ranged recharge, trampling, melee focus could both make it more interesting from a tactical pov and historically. Lake trasimene, cannae, Alexanders numerous hammer and anvil with wedge cav formation all could be easily recreated (not that it should be the end-goal but would be awesome nonetheless).
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