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Posts posted by Langbart
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6 hours ago, Ceres said:
Actually, I wanted to open the Atlas Wiki (our kids are very eager about the editor ) but it shows the above error.
You might have to use web.archive.org until trac is working correctly again.
PS: If you want to create your own map, there is an excellent tutorial by Tom 0ad: How to easily turn ANY Country into a 0AD Map! - 0AD Map Making (28/Mar/21)
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Just now, azayrahmad said:
I never did it before, but I'm going to try.
- Reading the wiki/Phabricator article helped me and it also taught me how to use Arcanist to upload my patch.
- You would need someone to review your patch, here is a quote from a former developer describing the situation:
Quote@elexis (8/Okt/17) wrote at patch D889:
There are hundreds of patches disregarded in the review queue and the number increases steadily since 0AD source was published - even with multiple developers having exclusively worked more than full time on the review queue for years. [...]
The only thing that gets a patch committed is a team member that stops working on his own feature to review something. That often means repeated begging.PS: Wiki doesn't seem to work properly at the moment, archive.org might be a temporary solution. Also I can't review your patch, I'm just a player/ tester and someone who learns JavaScript by modding the game. I mostly just test patches for @wraitii or @Freagarach and write my results in Phabricator.
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35 minutes ago, maroder said:
It would be good if this is added to the main game. Then there would be no discussion if it is "cheating" using a mod that includes this feature. An extension could be to automatically adjust the auto training batch size to get even more efficient training times.
@azayrahmad will you create a patch for it? https://code.wildfiregames.com/
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22 minutes ago, azayrahmad said:
I have searched through the forum in case this topic has been discussed before
Cool, I like the extra button. Working well.
I know @nani has integrated something like that in its AutoCiv mod. In this video, titled 0AD Mods - AutoCiv Game Enhancer @1min53sec (4/Sep/20), you can see the feature in action.
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I think it was a bug, it has been fixed in the development version (see wiki/BuildInstructions).
The patch for this can be found here: D3616 - fix Iberian starting walls on skirmish maps (1/Mar/21).
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You could change your "Display" settings in "System Preferences"
or you could add gui.scale to your user.cfg file (see wiki/GameDataPaths) and play around with that number till you are happy with it.
The options is currently being worked on at Phabricator and might end up in the next game version.
D3037 Add gui scale to options
EDIT1: If you are using macOS 11, can you take a look at this thread? Looking for a macOS 11 user with missing polygon on the minimap (26/Mar/21)
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1 hour ago, wowgetoffyourcellphone said:
I liked the "God ray" effect from Rise & Fall: Civilizations at War.
I found it. A bit difficult to capture it on video, I tried messing with saturation/contrast/brightness of the video but not much success. It would be a good addition, I personally prefer the effect on the statue more.
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Yes, you can create a mod.
Create a folder and add a mod.json file in there. Or you could just download it from an existing mod and make small changes to it. e.g. from the "City Builder" mod on GitHub.
Your mod.json file should look like this, a more detailed explanation can be found here: wiki/Modding_Guide
{ "name": "dutch_fix", "version": "1.0", "label": "Dutch typo mod", "description": "Fixing typos in the dutch language", "dependencies": ["0ad=0.0.24"] }
Next you will need the .po files, which contain the text that will be displayed in the game. Download the files from here: trac.wildfiregames.com/browser
Create a folder called "l10n" and add all the files in it, that you have made changes to. It should look like this, you don't need all the Dutch files, just the ones you made changes to.
Add this folder to your 0AD mods folder (see wiki/GameDataPaths) and enable the mod via the 0 A.D. "Mod Selection" page.
Now the game will call the contents of your mod before it calls the contents of the game. If you did everything correctly, you should see your changes in the game.
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Hey. I think this thread may answer some of your questions: Lag in 0 AD - A Few Questions (12/Feb/20)
@nani's AutoCiv mod, lets you disable corpses, maybe this also helps a little.
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I noticed that my scout can kill any domestic animal (chicken, cow, ...) but no other animal. Shouldn't he at least be able to kill the dear wolf when attacked?
Edit1: Forget it, I think you have already fixed this problem with your latest update.
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18 hours ago, fatherbushido said:
if you are interested,there are some similar things here (on 3900 games)
Thanks for sharing.
On 26/02/2021 at 11:55 AM, fatherbushido said:Here are some results from tests done one year ago.
[...]
- tested on a fork of zeroad
What is the current status of your project?
I read about ForkAD shortly after I joined the forum, and haven't heard anything about it since. From reading the "Wildfire Games Meetings" (9/Jun/19), I understand that there was at least an intention to cooperate:
What's going on?
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35 minutes ago, wowgetoffyourcellphone said:
I believe that is in the works. There is a patch for it already.
I think it this one D3037 Add gui scale to options
In the meantime, you could try finding your user.cfg file (see wiki/GameDataPaths) and add gui.scale to it. Play around with this number until it suits your purpose.
I was going to add this to my mod, but haven't done it yet.
PS: another nice quality of life gain, was the discovery of the hotkey section (see wiki/HotKeys), especially those:
Change speed of scrolling, rotating and zooming.
- scroll.speed.increase = "Ctrl+Shift+S"
- scroll.speed.decrease = "Ctrl+Alt+S"
- rotate.speed.increase = "Ctrl+Shift+R"
- rotate.speed.decrease = "Ctrl+Alt+R"
- zoom.speed.increase = "Ctrl+Shift+Z"
- zoom.speed.decrease = "Ctrl+Alt+Z"
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17 minutes ago, Sengo said:
Yes I'm a windows user.
Yes, that is the exact issue that I'm having my replays are missing the commands.txt file.
EDIT: It was my anti virus messing about, all fixed now. Thanks so much!Great.
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Your problem sounds like the one described by "Gaius_Claudius" (28/Mar/21) in ticket #6124.
Can you read it and confirm that it is the same problem, he also provided some images (see attachments)?
Are you also a Windows user?
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14 minutes ago, seeh said:
Test 1:
There are 78 different combinations for 1v1, will you post the results all separately? Can you just summarize it in one post?
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@LazyGreyMatter is your problem fixed? I got it to work on my computer. I briefly had a problem as you described, but the reason was that I forgot to include --mod=rl-scenarios while running the RL interface:
pyrogenesis --rl-interface=127.0.0.1:6000 --autostart-nonvisual --mod=rl-scenarios --mod=public
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I followed the instructions from the article wiki/GettingStartedReinforcementLearning, but I run into an issue after this command
picus@Picus zero_ad_rl-master % python3 -m zero_ad_rl.train --help Traceback (most recent call last): File "/Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.8/lib/python3.8/runpy.py", line 193, in _run_module_as_main return _run_code(code, main_globals, None, File "/Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.8/lib/python3.8/runpy.py", line 86, in _run_code exec(code, run_globals) File "/Users/picus/0ad/source/tools/rlclient/zero_ad_rl-master/zero_ad_rl/train.py", line 5, in <module> from ray.rllib.train import create_parser, run File "/Library/Python/3.8/site-packages/ray/__init__.py", line 63, in <module> import ray._raylet # noqa: E402 File "python/ray/_raylet.pyx", line 20, in init ray._raylet ImportError: dlopen(/Library/Python/3.8/site-packages/ray/thirdparty_files/setproctitle.cpython-38-darwin.so, 2): Symbol not found: _Py_GetArgcArgv Referenced from: /Library/Python/3.8/site-packages/ray/thirdparty_files/setproctitle.cpython-38-darwin.so Expected in: flat namespace in /Library/Python/3.8/site-packages/ray/thirdparty_files/setproctitle.cpython-38-darwin.so picus@Picus zero_ad_rl-master %
Procedure macOS 10.15.7 (8/Apr/21)
SpoilerDownload & Install 0ad
- Download and install 0 AD from source (just follow wiki/BuildInstructions)
Download & Install Python 3.8
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Install Homebrew and Python@3.8
- I had to install "python@3.8" because "python@3.9" did not work for me. Make sure you uninstall "python@3.9" completely, otherwise I had problems installing "ray". (See docs.ray.io/en/master/installation.html)
Install 'zero_ad' Python Client
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navigate to this folder in the 0 A.D. source folder.
- ~/0ad/source/tools/rlclient/python
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run
- sudo -H python3 -m pip install .
- Confirmation message: Successfully installed zero-ad-0.0.1
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run
- sudo -H python3 -m pip install -r requirements-dev.txt
- Confirmation message: Successfully installed iniconfig-1.1.1 pluggy-0.13.1 py-1.10.0 pytest-6.2.3 toml-0.10.2
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running tests
- 0ad/binaries/system/pyrogenesis --rl-interface=127.0.0.1:6000 --autostart-nonvisual --mod=public
- python3 -m pytest
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Output
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picus@Picus python % python3 -m pytest
============================== test session starts ===============================
platform darwin -- Python 3.8.2, pytest-6.2.3, py-1.10.0, pluggy-0.13.1
rootdir: /Users/picus/0ad/source/tools/rlclient/python
collected 10 itemstests/test_actions.py ...... [ 60%]
tests/test_evaluate.py .... [100%]============================== 10 passed in 22.50s ===============================
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We can check that our installation worked by running one of the example scripts.
- python3 ./simple-example.py
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Output
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picus@Picus samples % python3 ./simple-example.py
female citizen's max health is 34.99985
{'id': 4753, 'template': 'units/spart/support_female_citizen', 'position': [612.9468231201172, 619.9051971435547], 'angle': 0.756927490234375, 'hitpoints': 34.99985, 'invulnerability': False, 'owner': 1, 'idle': False, 'stance': 'passive', 'unitAIState': 'INDIVIDUAL.REPAIR.APPROACHING', 'unitAIOrderData': [{'target': 4776, 'autocontinue': True, 'force': True}], 'resourceCarrying': [], 'garrisonHolderID': 0}
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Download & Install 'zero_ad_rl'
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Download "zero_ad_rl" from here: github.com/brollb/zero_ad_rl
- First install the “ray[rllib]” and then install "zero_ad_rl" via command
- sudo -H python3 -m pip install 'ray[rllib]' (pypi.org/project/ray/)
- sudo -H python3 -m pip install -e .
- Confirmation message: Successfully installed zero-ad-rl
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In the "zero_ad_rl" folder you will find a zip file named '0ad_rl_maps.zip', unzip it and change the name of the folder from "0ad_rl_maps" to "rl-scenarios" and add it to your 0ad mods folder (the mod.json file names this mod "rl-scenarios", but if the mod folder is not changed as well, the maps will not be displayed).
- if you open the game with the mod enabled you should see under Scenario some new maps e.g. "Cavalry Vs Spearmen" or "Cavalry Vs Slingers"
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Some maps use the old version 6 in their XML files, you have to update them from version 6 to version 7 with Phab:P232 otherwise it will fail
- But after I did that I still get 'entity' and 'CCacheLoader' errors for maps like "CavalaryVSInfantry", only "CavalryVsSlingers.xml" and "CavalryVsSpearmen.xml" worked for me.
- UPDATE: Stan fixed this problem, by updating the maps
Training our agent
- pyrogenesis --rl-interface=127.0.0.1:6000 --autostart-nonvisual --mod=rl-scenarios --mod=public
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python3 -m zero_ad_rl.train --help
- error
UPDATE: As described here (github.com/ray-project/ray/issues/10428), it does work with 3.8.5 but not with 3.8.9 (the current python@3.8 homebrew version)
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1 hour ago, fasl said:
This was the latest github version downloaded yesterday... Really unsure what I did wrong. I installed in the my documents/my games/0ad/mods and enabled in mod manager. Thanks for your help with this
Seems like a small mistake probably be fixed very soon.
/delenda_est/simulation/data/civs/sueb.json
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Do you have any mods enabled? Please disable any mods that are not compatible with the new version.
If the error persists, try to find your log files (crashlog.txt, interestinglog.html, ..) and upload them here. This link will show you how to find them.
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Recently a macOS 11 user reported in IRC #0ad being unable to see the polygon on the minimap, it would be helpful to solve this problem if someone with Alpha 24 on macOS 11 could reach out to @vladislavbelov or me. You would only have to install Apitrace, which is a tool for tracing OpenGL, Direct3D, and other graphics APIs.
Installation and procedure is a manageable task.
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8 hours ago, cl2488 said:
What is port forwarding? Can you explain more about it? How to do port forwarding in a Mac?
I regularly get requests from users on #0ad asking for help with this problem, below is a small collection of other websites. I will probably send them the link to this thread so they can more easily find out what port forwarding is and how to do it. Thanks for asking.
portforward.com - How To Forward a Port
QuoteA port forward is a way of making a computer on your home or business network accessible to computers on the internet, even though they are behind a router. It is commonly used in gaming, security camera setup, voice over ip, and downloading files. After you have forwarded a port you are said to have an open port.
computer.howstuffworks.com - How BitTorrent Works
QuoteA firewall protects your system from intruders by disallowing unauthorized access to your computer's ports. A port is a way for Internet communications to travel into and out of your computer. Ports are numbered, and each communication type has a standard port number. BitTorrent also uses specific port numbers, normally ports 6881 through 6889. Because firewalls block these ports by default, you'll need to configure your firewall to accept this incoming traffic in order to receive .torrent files. You may also have to enable port forwarding of your computer's IP address for ports 6881 through 6889 so that other BitTorrent computers can find you.
r/explainlikeimfive (18/Aug/2018) - ELI5: What are ports? Port forwarding? What are they and what are they used for?
QuoteAny internet device has an IP address (something like 198.51.63.25). Think of it like a house. And you can go out and visit other houses or you could even get visitors to your house.
Now to enter a house you, of course, the house needs doors. And your "internet house" has 65535 of them. Most of them remain closed the whole time (web servers mostly have ports 80 (http) and 443 (https) open). All open ports lead to a room. Two may even lead to the same room. It's all a matter of configuration.
So in order to let someone in your house, you need to open a door so they can come in.
Many ports have standardised purposes like for example:
- 21 - FTP (File Transfer Protocol)
- 22 - SSH (A protocol to connect to other computers/servers to control the system or some parts of a system)
- 80 - HTTP (All websites which don't have a green lock in the address bar)
- 443 - HTTPS (All websites which have a green lock in the address bar)
stackoverflow.com (5/9/2012) - When is port forwarding necessary?
QuotePort forwarding is needed when a machine on the Internet needs to initiate a connection to a machine that's behind a firewall or NAT router. If the connection is initiated by the machine behind the firewall, the firewall/router automatically recognizes the reply traffic and sends it to the machine that opened the connection.
But if a packet arrives on the external interface, and it's not a part of such a connection, the router needs to know what to do with it. By default, it will reject it. But if forwarding is configured for the port, that tells it what internal machine to send it to.
Put another way: you need port forwarding if you want to run a server behind the NAT firewall/router, you don't need it if you're just running a client.
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@elexis wrote this:
QuoteIf you forward the port, everyone will be able to join you. If you use STUN when hosting, probably many but not everyone will be able to join you. If you can't join someone else's game, there's nothing you can do about it other than informing the host that he should forward or host your own game.
Port forwarding looks like this on my router, it might look different on yours.
Custom In-game Menus
in Art Development
Posted
The polygon is no longer visible outside the minimap, this was fixed by @vladislavbelov with rP25241, so mods for the current dev version and for A25 can have a nice round minimap.
@Sebastián Gómez are you still around, can you provide some graphical content?