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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. I'm inclined to think that this was a pre-existing error that was just uncovered by the building on trees mod. Maybe some amount of buildings had this issue, but the return false; was catching them.
  2. recently, I tried another conditional return, only when totalBuildRate was NaN. This didn't help, because totalBuildRate presumably becomes NaN after commit(). if (isNaN(this.totalBuilderRate)) { warn("Value of builder rate is NaN"); return false; } I wonder if there is something we can check instead of totalBuildRate that will return false when we want it to. Maybe EntstoDestroy being empty or something else?
  3. community-testing-5.zip these changes add @Norse_Harold's above suggestion to prevent entities from being deleted more than once, and includes the changes to only return false; if the building is not a wall or palisade. This prevented any crashes until we started building walls. We did a game where we only placed walls on completely bare ground, completely avoiding trees and decorative entities, and the crash still occurred.
  4. the best way to do it is just to get in a 1v1, don't use gift from the gods, and start building a lot of buildings. I can't reproduce it by building any specific building in any specific place, I just build until it crashes.
  5. Ok I can confirm it only seemed like a roman thing because lots of ppl were playing romans. I just reproduced it with other civs.
  6. @Grapjas made the original: https://wildfiregames.com/forum/topic/18003-suggestions-for-0-ad/?do=findComment&comment=579557
  7. Were you in multiplayer? The crashes only seem to happen in multiplayer with a player opponent or spectator.
  8. Also, did anyone observe a crash in a game where nobody played as romans?
  9. @Norse_Harold what were your steps to try and reproduce the crash? Did you get any crashes with the patch you shared? lmk if you want to test something.
  10. Well restoring return false was problematic as it would result in endless construction when building a wall segment on top of a tree. That being said, I was unable to cause the crashing after this change in 2 multiplayer games.
  11. it would be interesting if this fixes the problem. Many of the problems have occurred when building over no entities, ie just building a farmstead when expected.
  12. possible lead: https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26/pulls/4/files#diff-f8ba294e053371dce7a50759dae18522c3e0c09a:~:text=out the way-,// out the way,},-// The obstruction always
  13. Its very hard to reproduce. It has happened both with and without spectators. The only common denominator I know of is the romans.
  14. All the errors appear (so far) to be related to rome. The only code that touched Foundation.js was the wall destruction of trees. Maybe @Grapjas can help.
  15. commands.txtmetadata.json here is a replay in which it happened. It doesn't end on a particular command. interestinglog.htmloos_dump.txtI saw it mentioned that it occurred when a spectator joined from the lobby.
  16. Oh, right. It might be, there's another autociv feature that could be added to vanilla.
  17. They can be muted in game and in observer chat. And it carries over from the lobby and vice versa.
  18. If possible, it would be a nice touch to hide the observer flares of players you have muted.
  19. Screen Recording 2024-09-03 155206.mp4 This is with a higher P value (P = 5, so +/-25% error) for demonstration purposes. To be honest I think its pretty close to ideal for xbows. I went with P = 4 in the PR: https://gitea.wildfiregames.com/0ad/0ad/pulls/6960
  20. I just added some hero balance adjustments Kush: Champion discount hero is now -30% for the axe champions and has no tradeoff. The debuff for enemy healers is now 100%. Nastasen has a higher damage buff which now also applies to elephants. Mauryans: Edict pillars have a smaller radius and can be built closer. Edict pillars now include a 10% movement speed buff and a +15 HP buff for traders and Human units. Persians: Xerxes is currently just a weaker version of the Gaul's viridomarus. Xerxes eco buff radius increases to 100 meters, and includes +25% build rate instead of +15%. Xerxes gains a range aura helpful for offensive tasks: Siege, Elephants, and champion infantry +25% HP. These auras are mostly mutually exclusive except for when using elephants and champion infantry for defense. Han: Wei Qing debuff against enemy cavalry radius increased to 45 meters to improve its affect versus ranged cavalry.
  21. Well it can attack 1 unit at a time like the ram ship. When u want it to go boom, u start the burning and the ship gets faster and more agile. Then it go boom. So it think it will be interesting when u choose which fireships to ignite. For instance u may not want to ignite all of them, u may just need one to gain an advantage.
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