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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. yeah seems fairly flexible. I'd probably like to experiment with stuff like that in the future. Right now, i'm working on some random maps and the map placement options.
  2. @Grapjas I really love the sandstorm! Its a really cool feature. It seems it might not be too hard to make a blizzard based off of the sandstorm. It could slow units down a little. How do these work, generally speaking? Are they baked into skirmish maps, or are they something you can enable in the json file for a random map for example?
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. @Grapjas made the original: https://wildfiregames.com/forum/topic/18003-suggestions-for-0-ad/?do=findComment&comment=579557
  9. Well, we could just scrap the 'walls delete trees' for the time being.
  10. Were you in multiplayer? The crashes only seem to happen in multiplayer with a player opponent or spectator.
  11. Also, did anyone observe a crash in a game where nobody played as romans?
  12. @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.
  13. 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.
  14. 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.
  15. 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
  16. Its very hard to reproduce. It has happened both with and without spectators. The only common denominator I know of is the romans.
  17. 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.
  18. 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.
  19. Oh, right. It might be, there's another autociv feature that could be added to vanilla.
  20. They can be muted in game and in observer chat. And it carries over from the lobby and vice versa.
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