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Everything posted by Bellaz89

  1. Thanks for the advices, but I really don't want to pay back them (although at a certain point in that game I just ordered all my units to circle around their CC.. which triggered them even more and that was funny ). The kind of offences they use are something like a middle-school bully could say. So nothing that could honestly hurt me at my age My problems with being insulted the whole game are: If I am constantly pinged with insults I lose focus on the game and I play worse. Even if I do not feel offended, the game experience becomes unpleasant. Again, I usually play 0ad to relax after work. So playing in this condition is just a waste of time for me. I don't want to spend my free time with socially incapable kids. So, sorry, if it happens that I am playing one of your TG and one player start to talk to me with such level of aggression, I would just either quit the game before the end or start playing not seriously. I try always to play at my best and not quit in advance because I respect other players and their time regardless of their skill level. But thrash talking is one exception to this rule. There are people that are fine or don't care playing with players that lack even the minimum amount of social skill. I cannot. And I think there are other players like me that would prefer to avoid playing with them. Therefore, as @Norse_Harold has said, I think this thread could be useful to ban harmony/Shyft_sierra from non-toxic games and have decentralized moderation. So if this decentralized ban is applied I (and hopefully the majority of other players) could enjoy 0ad game more. The only reason I can think this person should be stopped is that new or sensitive players could quit playing 0ad. But this is more a problem of the whole (developers, moderators and players) community than mine.
  2. As said, believe or not, I do not care. They just ruined one game (only curious why these people act like this). And I usually play with a group of friends. So our solution is to just blacklist these people from our TGs.
  3. Today I had a very unpleasant experience in a game. A player named harmony insulted me for the whole game just because I played bad. They went as far as stating they have had a *** intercourse with my mother and other racist offences (really?? only because we were losing a non-competitive game on a free-to-play videogame run by volunteers?). Now, I don't really care about this kind of childish attitude. I usually play to relax after work. But I thought that reporting such toxic behavior would help other players avoid wasting their time with this frustrated person. PS: so far I didn't have had (luckly!) many experiences like this on 0ad. I think that overall players like the one above are a minority in our community. Which is full of passionate and fair people . Update: Added the different account names of player harmony to the title
  4. Hi @Stan` I have the same problem. And it is weird Wouldn't this block every player that try to join a lobby game? I have some(but not all!) of my friend in different countries/different ISPs that reported this issue. This problem also started to happen to me after I moved to another house. I mantained the same ISP, but I needed to switch from cable DSL to a 5G modem. I don't know what kind of connection my other friends have. I can ask if this can be useful. I am quite sure that we all run on linux (I have Ubuntu 20). I have tried to enable/disable the TLS encryption without success. After this change, this problem starts to happen. I am still able to connect to some 'golden' player, but many of them are out of my reach. I saw this on A24 and on the A25 prerelease I am also open to help and make tests with my network if needed
  5. Hello @user1 my lobby name: Bellanzio offending user name: troll The opponent was the host and they ended the game without resigning when it was clear they were going to lose commands.txt
  6. Interesting. So probably some VM knobs have really to be optimized.. What kind of feature does SM 91 include that makes the code run faster? I am not able to find the changelog (it seems that FF 91 is not even released).
  7. @wraitii Just out of curiosity: did you see an improvement in JS execution performance after the SM update? I remember that I didn't get very impressive results with tests done by myself.
  8. I don't know the 0ad developers plans, but I think that some dependencies of 0ad would be very difficult to compile with emscripten. For example, there should be a limitation in JIT generation from webassembly. This is a limitation for the Javascript engine of 0ad, Spidermonkey (https://stackoverflow.com/questions/53760444/is-it-possible-to-compile-javascript-enginelike-spidermonkey-and-run-on-webass). Even without that, making something as complicate as a modern JIT engine to run on an unsupported platform is extremely difficult (if possible at all..). IMHO even getting rid of Spidermonkey to make 0ad run on webassembly/emscripten would require a too big effort. This would mean to rethink all the foundations of the 0ad engine (pyrogenesis). At this point, it might be even easier to rewrite all 0ad C++ codebase from scratch... For comparison, just porting the JS engine (so, most of the code was already written) from version 45 to version 78 took ~1 year 'only' to fix all the API changes.
  9. I don't know if this is intended or not, but the "source" install page is still referring to A23 https://play0ad.com/download/source/
  10. Congratulations to the 0ad team and thank you very much for your efforts!!
  11. AH cool! I was not aware that it is possible to enable them! This simplifies the SM68 -> SM78 upgrade a lot .
  12. Hi @wraitii Just a question: since in SM78 uneval() and .toSource() were removed, how did you get around that? did you modify the JS scripts or did you write a wrapper?
  13. Good job! I really like your solution of using the context through Request . I wonder if in Spidermonkey V52 there is already the bug in StructuredClone API I encountered in SM68 and SM78. Back then I had to patch Spidermonkey itself to make it possible to use the StructuredClone API (a symbol was not exported). Is this the case also for SM52?
  14. @happyconcepts Yes, there was. It is fixed in https://code.wildfiregames.com/D2869
  15. Hi there! Probably you noticed that there were not updates for some time. Unfortunately I was quite busy with other stuff and in the future I don't think I will have more time to dedicate on this (at least for ~8months). Therefore I would say that this experiment finishes here and I am happy about the outcomes. Some WFG members are already working on porting the main branch of 0ad to more recent version of Spidermonkey, so don't worry about this. Last micro update. I tried to do a very rough and inaccurate performance test just looking at the framerate. It seems that my modifications reduced a bit (not dramatically) the FPS. In my opinion this is due to the fact that many optimizations of the GC parameters were done for SM45 and are not useful anymore or even counterproductive for most recent versions of Spidermonkey. I think that there will be the need to spend some time in profiling the VM to get the best achievable performance.
  16. That's a good question. I didn't profile the game and for now I just did debug builds so far, therefore I cannot tell. However I expect some improvement since many changes were made on the underling VM since V45. Also, for the future, having the possibility to use WebAssebly (and WebWorkers as suggested on #0ad-dev) could have for sure an impact. Stay tuned for benchmarks!
  17. Update: Fixed error handling issue. Now 100% tests are running It was found that non-ASCII characters in game schema resulted in a crash. Since the presence of these characters is non-essential and limited, these characters were temporarly removed (Identity.js). The problem is under investigation. Probably this is due Game is running with Spidermonkey 68 Todo: Clean up. (better naming.. remove failed attempts to correct issue in the code) Benchmarking/Profiling. See how much the performaces increase/decrease after the upgrade Try link the game with SM78 beta () A big thanks to the WFG team for helping me in this task even though it doesn't follow the 'normal' 0ad development process. I hope this will be helpful in porting the official branch to newer versions of Spidermonkey Running game:
  18. Update: Corrected a cross-compartment bug in CGame::ReallyStartGame, line 329. Does this affect the current 0ad version too?? Added checks to consume error messages I was able to start a game! ...but almost nothing (except the gui!) works properly
  19. I tried to link a debug version of Spidermokey. This undercovered a lot of nasty bugs Update Patched Spidermonkey 68 source code. the class SharedArrayRawBufferRefs in ./js/public/StructuredClone.hStructuredClone.h (firefox source directory) was tagged as JS_PUBLIC_API to export its symbols. Please note that since Spidermonkey 68 clang is required to compile the codebase (at least on linux). Use instructions in https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr68/docs/Building SpiderMonkey.md. PersistentRooted is initialized with .init() Applied https://code.wildfiregames.com/D2768 ObjectToIdMap is based on GCHashMap I am almost able to run a game ...
  20. Hi, It seems that you have my same problem.. (doing a PhD ). Don't worry. As I previously stated, I expected my effort not to be 100% compatible to the direction you want to follow. And also last days I found many issues to solve that popped out when I tried to link a debug version of SM68. I fear that my efforts will require quite more time to result in an usable version on 0ad. I think that going through SM 52 is the most reasonable way to have a stable code without wasting too much time. I will continue to try going directly to SM 68 and see what are the issues to face to port 0ad to that version of Spidermonkey. Of course I would be happy to discuss together and give as much help I can. Thanks for 0ad and see you soon!
  21. Update ArrayBuffer tests fixed modifying the serializer/deserializer. Fixed UTF test removing U+D800 (high surrogate) unicode character. All tests run, 99% pass. The last failing test is on exception catching. For the moment it can be ignored. Starting to understand why the GUI doesn't show up when launching pyrogenesis Update 2 Fixed GUI with https://code.wildfiregames.com/D2768 Still crashing when changing page. (see below for test screenshots) (see below for gui screenshots)
  22. @Sturm Hi, As @Stan` pointed out, the main technical point is that SM 68 is the latest ESR version (SM 78 ESR is going to be released at the end of this month) There are some other points: There is at least some documentation for SM 68 (see links in the first post). This helps a lot in understanding the direction that has to be followed to port the code without getting crazy. SM 68 is the latest packaged version of spidermonkey on my linux distribution. Since SM stability depends a lot on compilation flags, I prefer to use something already tested by someone else. Also IMHO there won't be an huge performance difference between version 68 and 76. The main reason to switch, apart from support, is going to be some Javascript feature that could be beneficial to use. I think much more performances are going to be obtained taking advantages of the C++ and Javascript API additions since SM 45. Of course if someone will decide to port 0ad to a version of SM newer than 68 is going to be good and beneficial (like I decided to jump directly to SM 68). It is the beauty of open source . In this regards e.g. Webassembly could be something to be explored to improve performances of pyrogenesis without changing the runtime code (or even making the runtime lighter moving part of the non-IO code, like the IA, the mapgen and the pathfinder, to WASM). This would be very beneficial from the modding/hacking perspective. But this is going to be decided by someone else
  23. Hi! In fact none. It is just that SM 68 defines some values in its headers that usec++ 14 digit separators ( see https://riptutorial.com/cplusplus/example/31798/digit-separator ).
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