ffm2
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Everything posted by ffm2
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BUG - Game incredibly slow/freeze at start because because of 1 player.
ffm2 replied to Atrik's topic in Help & Feedback
In the last match of the attached mainlog.html, the game hung on the first turn, because the player Kilkemera with the GUID 338F4DC7E2597FCB did not send any EndCommandBatch packet (also no SyncCheck packet) to the server, essentially indicating that it never simulated the first turn of the match. This indicates a problem on the clientside rather than on the server. The client did try to send simulation commands, so apparently the client did not disconnect, nor freeze. We need: - More Videos, mainlog.html, eyewitness reports, ideally from the client that was causing the issue - If you can consistently reproduce the issue with a specific set of settings and a specific player ("cursed slot"), please try to reproduce it and send the logfiles of the hanging player or better both players. - Rule out trolling -
Can you elaborate a bit more? Did you design them and send them to a production or are these from another game that arrive to use as mock ups for further update later on? As @Gurken Khan suggested I think it would be good to include some hint on the greek part (e.g. for SEO). But your title is otherwise good and I don't have a idea atm.
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
Yes, but this isn't jeopardy. No need to phrase it like a question -
0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
[20] not: SPLASH, CLUSTERED -
0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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I got asked how certain messages could be deactivated as they don't care about them. 1. You need to have the mod installed in the way that the unpacked mod lies in mods/oddity_detector 2. Open mods/oddity_detector/simulation/helpers/CommandDetectorSim.js 3. Delete one class. The class starts with the name and opening { and ends with the }. To identify the matching {} they are indented. So to delete e.g. the idle player warning you need to delete CommandDetectorSim.prototype.DetectorTypes.IdlePlayer = class { constructor() { ... ... }); } } I know of a few shortcomings: The idle player warning should be a bit more complex. When no cc is there it could be longer or so. The rapid fire is often triggered falsely. For asynchronous specs the times are false. The market exploit works fine and is the most important one. The quickstart ... some just don't care. To me it's a indicator how much ppl use ModernGUI in that game. It's the easiest part to detect. But my interest to develop so much here is not that big. I work on it occasionally though.
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
New day new hint: -
0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
Oh man, that's on me then, mixed up destination and destiny. I was wondering, that should be easy. Also Yoda said "judge me by my size do you" Siege towers didn't swore do no harm (hippocratic oath) On today's hint: -
0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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For me, it's no problem. With Vulkan or OpenGL. Tried some other units too, I see no issues.
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
Lets do one hint per day: -
0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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Team based border line style
ffm2 replied to ffm2's topic in Game Development & Technical Discussion
As I see it, your right. It not that easy to load externally. -
I think in games where champ cav are banned, the civs with the cav mercinaries in mass have the same dynamic as the champ cav previously had. Only available to some civs which are the ones that usually didn't had champ cav. Last time camels worked great against the fanatics. Just back them up in time. Use 2 groups supporting each other. Occasionally use citizen soldiers when they are nearby - but don't chase. As the game progresses one should move away from only citizen soldiers. Elephant archers or siege towers in mass are good too. Just because a tactic can be applied successfully doesn't mean it's OP. One could make some game specific balance like here, but I don't think it's that bad. I would even include champ cav in games.
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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BUG - Game incredibly slow/freeze at start because because of 1 player.
ffm2 replied to Atrik's topic in Help & Feedback
This was sadly after a restart, so not the interesting part. erictommy reported a file of 130 mb before the restart. So maybe someone can upload a mainlog.html again when that one is host and has this bug -
Team based border line style
ffm2 replied to ffm2's topic in Game Development & Technical Discussion
good find. Yes, i thought I had this idea before. -
I noticed this too checking the commands per second for the auto clicker on the oddity mod. Would be better. Another thing is resignation at pause. Sometimes players get frustrated e.g. on a long pause to wait for one player of a game that is decided already and resign during pause and leave. The others then wait maybe even more for both to join and if they eventually continue only then find out one actually resigned. Currently saved&loaded, rejoined or late joined games are not stored consistently (maybe to save bandwith at the start). Would be better to have the complete game, e.g. load it if the connection is over a certain quality check or at pause. But it's a huge improvement that specs rarely cause lag.
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I wanted to make a mod where the teams have a different line style. I spectate a lot, but never toggle team colors as it is clumsy and one has to untoggle soon enough anyway. I tried different line styles like dashed, dots and diamond. I think only the default + dashed works really well enough in my short tests. But in 99% of the games its just 2 teams anyway. Would be nice to just join a game and tell at first glance where the fronts are. The problem is art/textures/misc/territory_border.png is loaded in source/simulation2/components/CCmpTerritoryManager.cpp. So it's fixed in c++ code. I don't want to build a custom version. Would it make sense to move the path out in the future to be modifiable? How you like different line styles for teams?
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This is perfectly fine to do if its not a arranged pump of two players. Bad: 2 players decide to split the cheat one sells 100 batches of food for wood - sends the wood to the other player only for him to sell it for food in 500 batches. Normal: As a player notice good prices at the market and decide to convert resources for profit. Bad: Have a bot checking price fluctuations and automate converting resources at good prices
