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Posts
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Posts posted by rossenburg
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10 hours ago, Darkcity said:
I think one of change we should introduce is dynamically changing player name and player placement values while chaning the AI diffculty level. Example
Scenario: You are playing 1v7 againt AI and you have selected 3 AI as hard and 4 AI as very hard.
Currently we show:
Instead of this we should show:
Right now values are selected in background but no value is shown on Front-end side.
@rossenburg FYI. Should be a feature in your mod.
Hey @Darkcity, about the ping mod, i saw similar thing in AOE4 with voiceover too, pretty cool
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33 minutes ago, Dakara said:
I think website are dead
yep, infested with JS:Cryxos-O trojan
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9 minutes ago, Lion.Kanzen said:
"hate is a very harsh word."
I don't think he meant to be offensive, but yeah 'hate' is kinda harsh. @wowgetoffyourcellphone could have putten it in a better way
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On 28/08/2022 at 8:09 PM, Darkcity said:
I was thinking if we can replace the current UI design of tree selection
from
To (wireframe)
Some reason we should do it.
- The in-frame pic shows which tree have you select currently.
- Wood icon instead of build icon tells that this tree is not for building but for wood collection.
Extend use case - If we ever implement the idea of planting forest, then this will be good for diffrentiating platable trees and non-plantables.
@wowgetoffyourcellphonewhat do you think?
i think the logs portrait makes more sense?
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6 hours ago, vladislavbelov said:
It's not the bug, search is a resource consuming operation. Reducing the delay to 1 second for all doesn't sound good.
In theory we could reduce to 1 second (or 2 seconds) only for registered users without posting limits.
That should work, cause i personally don't like to wait 20 seconds on every search ( especially when there's no results for your search query, waited 20 secs - search another one after 20 secs no results - wait 20 secs )
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Thanks for the heads up! Most of the issues you mentioned is well aware of and noted. The security button and some functionalities are not working so far , and also you might see an error saying defbot.py does not exists, you can totally ignore the error. Some files were excluded but a new update will be pushed soon which should cover all the issues. ATM, hope you enjoy
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See you again! <3
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11 hours ago, Dunedan said:
Also keep in mind that most players which have stored their password in 0ad probably don't even know anymore what their password is and therefore wouldn't be able to change their password at all, if a password change would require typing in the current password.
Understood, but just to be clear. we are dealing with 2 things here right?
- Users who already have access to their accounts and wishes to update their password ( just incase someone had their password by any means) - this takes place in lobby when user is logged in
- Users who do not remember their passwords and are stuck in the log in page
or just to make things even more simpler, just one page in settings ( where both cases ( 1 and 2 in ) , can go ahead and update their passwords ). I believe there's a need to somehow verify that someone who has case 1 , really owns the account they wish to update the password of. Else i can just go ahead and reset someone else's password or something..I dunno if im thinking way too broad, can you suggest how the whole process should be? , if possible in some kind of pseudocode or step by step listing
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On 06/09/2022 at 8:23 PM, smiley said:
I am envisioning exposing the XMPPGame object directly. The logic for sending the actual stanzas would then be a method on XMPPGame. For get profile, I absorbed the information into XMPPUser. GetUser would first lookup the xmpp user and then query the elo related data and construct the User object with all relevant information. GetProfile would no longer be needed as a separate method.
Indeed. I missed it at first then hastily added it under the wrong comment before posting. Register() and ChangePassword() were swapped.
Separating out these from the current monolothic client would allow to update the underlying mechanisms more easily. XMPPGame related methods only are subjected change if we switched from XPartaMuPP to PubSub events while the XMPPClient requires no changes.
https://github.com/livvv2k/0ad/tree/xmpp_client, any work on this front would go here.
When a user is authenticated, do we need to reinitialize the XmppClient? I'm asking this because I made few attempts trying to get this feature running.
The idea is to allow authenticated users to be able to reset their password, probably the "forgotten password" feature will follow up later on (when users do not remember their password and are logged out of their accounts). For extra security, users are asked to confirm their old password before updating the old password ( just so, if someone else has an account that doesn't belong to them they won't be able to change password ). I dunno if its best to compare the encrypted form of the old password in other to achieve this since its stored locally or there's more efficient way.
Also check if users are using their old password as new password - if new password is the same as old password it shouldn't allow ( since in that case nothing has changed )
and thirdly, the question do we need to reinitialize XmppClient before we can use XmppClient function - I thought an active session already has XmppClient initialized since
Engine.HasXmppClient() returns true when user is authenticated. What's the right way to tackle this ? One more thing i noticed and wishes its prevented is allowing users to log into accounts with the encrypted form of their password instead of the plain passwords, i feel like it might help alot @smiley @Dunedan
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1 hour ago, Sevda said:
Hi, I am trying to achieve the 3 following goals:
1. Change the main theme to something other than Honor_Bound
2. Do not restart playing the main theme when I enter gamesetup page
3. Remove some of the original tracks and replace them my own songs. At the moment I managed to add in my own songs by editing the civ music in simulation/data, but sometimes random tracks that are not included in the file still pop up.
I haven't found the commands which specify the tracks.
Any help would be appreciated
script: gui/common/music.js
audio files : audio/music/*
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19 hours ago, alre said:
how to download 0.0.7 version?
download in game is not avaiable to me currently.
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Version Update 0.0.7
This new version is completely supported by A26.
• I've added few patches to keep the mod running smoothly
• Input sounds in GameSetup removed
• Password reset integration ( will be added soon )
• New account settings page ( not functional - will be added in later update)
• Minimized file size
• You can now mark a player as smurf directly from the lobby
• You can now tell all unready players to get ready using a single button / permanently ban a player for joining your hosts ( merged with and inspired by hostenhanced mod )
• This version no longer supports A24. Make sure you have installed A25 or higher to continue using all God'sEye features.
• Anti Busy / AFKWhat to expect in later versions?
• New and improved game summary with new icons
• Fight ratio improved with new icons
• Real time fight ratio counter
• Password reset system
• Budges
• Name change system ( 1 time / month - this does not totally eliminate your old name as it will be shown along side your new name and also broadcasted whenever name is changed )
• Impersonation blocker- 1
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@nani I meant this
and game lists wont show but I later found out the cause was the older version still available in my mods folder. Seems to work fine now
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@nani was the new version removed?
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1 hour ago, leitoso said:
this is a ugly mod, and disrespectful of the 0ad game designers :/
why so
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2 hours ago, G.O.A.T said:
This is funny, shared accounts leaked on this thread still not banned - hallowed by WFG team ()
I'm just curious if sooner or later any mod scripter will share mod to have easy one-click access to shared accounts, as there are totally untouchable.
I believe, banning "Pwned" accounts isn't the best way around such issue. If @ValihrAnt get pwned we need to ban his account together with his ratings?, probably
should do the magic when it's finally integrated.
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9 hours ago, Stan` said:
@Dunedan the lobby supports message popups doesn't it?
it does support announcements, but I dunno if including links will be clickable due to the nature of the Gui itself . @Dunedan since its sent as private messages, maybe players can use the "/link" command afterwards?
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1 hour ago, Tyrannosaurus said:
Since we have three North African civilizations (Ptolemies, Carthaginians, and Kushites) already, I thought that one located entirely south of the Sahara would be welcome as well. So I am going to suggest the Nok culture that thrived in the area of Nigeria between 900 BC to 200 AD. There's not a lot we know about them, especially since they don't seem to have used a written script, but they have left behind numerous sculptures attesting to an artistic tradition that would influence those of later West African kingdoms.
Nok Culture on the World History Encyclopedia
Some choice Nok sculptures:
I don't think we know for sure what language the Nok people spoke, but I would use Yoruba or Ibo vocabulary for unit and building names since those are some of the cultures influenced by the Nok culture. Below are some images showing what these cultures looked like in more recent periods:
Yoruba palace compound (I think)
Yoruba house
Ibo house
Ibo warriors with armor
Ibo warriors with spears and shields
In addition, as part of this larger representation of West Africa, African rainforest animals could be added to the game. Game could include the bongo, guinea-fowl, okapi, gorilla, and forest elephants (which I believe are already in the game), whereas leopards and chimpanzees would be predators.
Bongo
Guinea-fowl
Okapi
Gorilla
Leopard
Chimpanzee
interesting
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18 minutes ago, go2die said:
If you want to support multi-names it is clear you have to keep some meta-login (or unique login per user) either generated random ui, or keep original one, to avoid impersonation ... no other solution exist
what makes you think "no other solution exist" ? Well, since you seem to comment like you know everything and suppressing the point im trying to make, i will keep my solution to myself
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11 minutes ago, go2die said:
Further you already know with such change you will not be authetificated and able to play hosted games ... so I would expect you offer littlle more then theorethical bla bla..
this isn't what i mean. Aside that when your id is maintained you can host a game. Your changed name only displays in lobby. I used this to demonstrate how things will work i did not say is the best way to implement it. Also, There is a way to change name permanently - which isnt the point here, he made a suggestion and wanted to let him know how things will look
Ratings Disputes and Offence Reporting
in Help & Feedback
Posted
ofc, he's notorious for quitting 1v1 rated games, i've already filed about 3 reports about him