Jump to content

guerringuerrin

Community Members
  • Posts

    212
  • Joined

  • Days Won

    5

Everything posted by guerringuerrin

  1. why not PR some of the historical changes into community-mod instead of working on a totally new base stats rework?
  2. Thanks, FeldFeld, thats interesting. I thought it was only about amount of items in the queue. I might modify that feature to fully mimic that behavior besides it's not the main purpose of this mod, tho. But some players might find better to play that way.
  3. When we try to produce units from multiple barracks at the same time but don't have enough resources to assign the desired number of units to each barracks, it often happens that units are added to the production queue of already occupied barracks, while free barracks remain idle. This results in long production queues accumulating in fewer barracks than we actually have available, and it also locks up resources that remain reserved for those units. This week, I have been working on a mod to fix this bug in 0 A.D.'s training system. Additionally, I added an option to define the maximum number of units in the production queue. This works the same way as for free barracks: if some of our barracks have reached the maximum queue limit, new units will only be assigned to the free barracks. I'm sharing two videos showing the behavior. When producing in batches, the mod takes into account the number of occupied "slots" in the queue. That is, it does not consider the number of units produced but rather the number of assigned batches in the queue. Also, I added an alternative production system based on the standard system from AoE2, where units are assigned, as we issue the command (via hotkey or click), to the free barracks or the one with the fewest queued units. For now, this system only applies to individual units (not batches). This means we can combine both systems—producing one unit per barracks each time we issue a command or distributing multiple batches among the selected barracks when using batch production. The spirit of this mod is to offer an alternative approach to what I consider to be design flaws in 0 A.D.'s vanilla training system. Distributing it as a mod gives us the opportunity to conduct the necessary tests and receive feedback with a view toward its implementation in the next release. I want to give a special thanks to @Atrik for pointing me to the necessary game files to modify and for sharing a preliminary code to implement this mechanism. To install: unzip the content of the folder into your mod's folder. (I plan to make the .pyromod file and add it to mod.io in the future) CustomTrainer.zip AoE2.mp4 176872599_MaxQueueLimit2.mp4
  4. A dev will answer this better, but AFAIK a natively compiled version should offer better performance than a version installed from an AppImage.
  5. for the record: my only contribution to this has been making myself available to @real_tabasco_sauce, who has been carrying out testing tasks on these potential patches for quite some time and guiding volunteers through the process of compiling patched versions of the game to be tested in a controlled environment. I believe the best approach in a situation like this is to keep bringing in more volunteers so we can conduct 4v4 performance tests in controlled environments while ensuring everyone uses the same client. The real challenge is reaching an agreement and working as a team because jumping to conclusions and spreading "performance solutions" that may not work as expected will only lead to more frustration.
  6. I've sent you a .deb file from the official Debian repositories via PM. It was just a four-word Google search. I can't say whether you'll run into the same issue that @Stan` pointed out with the AppImage, but you might at least face some outdated dependency problems. When RC1 was released, I offered to help you with the compilation, which is a relatively straightforward task, but you chose to wait for an AppImage or the final version. It would have been valuable to have you involved in the tests.
  7. From my POV this is the great advantage of the Smart train. @Atrik Do you remember the game we played the other day where Hakunamata constantly attacked my base with cavs? I had my barracks for a long time without producing xD. And even if I had remembered to produce in them, the vanilla production system is quite inefficient and instead of assigning units to free barracks it stacks units in the same barracks in a somewhat random way. I believe that improving the production system should be a priority in the next version of the game, similar to how it’s done in AOE 2. This way, the advantage of a macro that automatically assigns the batch size according to the available resources and instantly would be mitigated greatly. The advantage of being able to freely maneuver your units instead of having to keep watching where the heck the barracks full of stacked units are is really quite obvious. I have used the smart train several times and my production has improved a lot specially in situations like I mentioned before. Unfortunately, you are also a bit dishonest in this regard. I have rarely heard you mention it as an argument, and instead you argue about your great skill as a player and how you can overcome this difficulty. Something that, while true, somewhat avoids the point in question that, at least I and other players have pointed out to you. I don’t believe the solution is to enter a game as a spectator and start berating yourself. However, I understand the feeling of frustration. Taking extreme positions on either side hasn’t proven to be effective. And it would be nice to reach some common ground. Something that also seems unlikely.
  8. Shouldn't we wait to do the necessary testing on other implications of removing this feature before we go public and start having players running different versions of the game? It seems a bit hasty. Or maybe I'm missing something?
  9. If I recall correctly, we ran a 2v2 large-army combat test two or three days ago with you and @real_tabasco_sauce . During that test, I used two computers: a high-spec PC and a mid-range laptop. Despite having all graphics settings on low, the laptop still struggled, running at just 3 FPS for most of the large battles. Some improvements have been observed, such as the absence of stuttering and state hash check spikes when panning the camera. While these changes may indicate a performance boost overall, I would be cautious about promoting them as a definitive "performance improvement," as players might find the gains imperceptible, leading to potential frustration. To ensure a more accurate assessment, it would be beneficial to involve more players in the testing environment, allowing us to conduct full 4v4 matches under "typical multiplayer conditions".
  10. My intention is to be able to get a more or less accurate idea of the players' preferences by giving them the possibility of choosing multiple options instead of holding a vote in which only one option can be chosen, which would force each user to exclude some of their preferences from their vote. As an example: So far, there is a clear preference for the addition of Building Hotkeys over Players' Stats Overlay, with a difference of approximately 18% percentage points (17 votes/22voters = 77% vs 13 votes/22voters = 59%. ). Of course, here we have to take into account the different preferences between single player users and multiplayer users. We could infer that a single player user does not have much interest in seeing the economic information of his allies as a multiplayer player does. Same for hosts features which has even more difference (23% over hotkeys). And this "could confirm" that right now most voters are single player users. Evidently, this seems to be the case. However, taking into account what I expressed in the previous paragraph, we should consider which of these features are more suitable for the two game modes (single/multiplayer). Taking Active Pause as an example, it doesn't seem right that a player can execute commands while the game is paused in a multiplayer game, and in this regard I would put more emphasis on how to modify the pause system in multiplayer in such a way as to mitigate pause abuse, something we know can be quite irritating. Finally, I would like to add that beyond the "democratic spirit" of any vote, it is difficult to take the results as an absolute and definitive truth. Rather, I believe they serve as valuable feedback for those who, with effort and dedication, develop 0 A.D. and make the decisions they consider most appropriate (and feasible) to continue improving this great game, incorporating Autociv features that have contributed a lot. It could also be a nice tribute. =)
  11. Considering the latest news about the Autociv mod, it seemed like a good time to do this poll. While it's possible that some community member will start maintaining this mod, perhaps this is a good opportunity to think about what features we think could be incorporated into the vanilla game in the future. I want to take this opportunity to eternally thank @nani for the invaluable contribution he has made to the game with all the time dedicated to the development of Autociv. I'm sure that most of the community shares this feeling. Thank you very much, nani. You're the best. If I have omitted any feature that you think is important, please mention it in your answer.
  12. I know that at some point it is adding more work to the devs but perhaps an official WildFires' AppImage would be the best approach. I don't doubt the good intentions of the github user "0ad-matters" but it is understandable that someone might doubt whether he is not incorporating some vulnerability in our system by installing this package. In any case, since this is a free software development native to GNU/Linux environments, perhaps the best thing would be to officially announce the release when it is available in the repositories of, at least, the most important Linux distributions. Afterall, having a new release that is first available with two clicks on Windows and MacOs before it is on Linux is a bit ironic. Yes, people can learn to compile and become better computer users. But this is a video game and the best strategy for spreading it is to not put obstacles in people's way. Just an opinion.
  13. @hyperionthanks! i'll with this @real_tabasco_sauceno errors. I also tried the dunedan's combat demo huge we were testing the other day of that same issue u shared and it doesn't work either
  14. I was trying to profile some high stuttering games but suddenly profiler2.html stop working. I did the regular stuff pyrogenesis -mod=public -replay=commands.txt wait a bit for the file to be created and then upload the profile2.jsonp into the .html It seems that is loading the file for a brief after it turns red and then disappears
  15. I'd be glad to do it, but RCs are not available any more here: https://releases.wildfiregames.com/rc/ Is there any way to get them again?
  16. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⣤⣀⢠⡤⠤⠖⠒⠒⠒⠲⣆⠀⠀⠀⠀⣾⠋⠉⠉⠛⢷⠀⣴⠖⠒⠤⣄⠀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⠤⠶⢺⣾⣏⠁⠀⠀⣧⣼⣇⣀⠀⠀⠀⡀⠀⠘⡆⠀⠀⢰⣏⠀⠀⠀⠀⠘⣿⡟⠀⠀⢠⢃⣼⡏⠉⠙⢳⡆⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⣀⡤⠴⠒⠋⠙⣇⣿⠀⠀⠀⣿⣿⠀⠀⠀⢸⣿⣿⣿⠃⠀⢰⣿⡀⠀⠹⡄⠀⢸⣿⠀⠀⠀⠀⠀⢹⡇⠀⠀⢸⡿⣽⠀⠀⠀⡜⠀⣀⡤⠖⠓⠢⢤⣀⠀ ⣠⡴⠒⠉⠁⠀⠀⠀⠀⠀⠸⣿⡇⠀⠀⠘⠛⠃⠀⠀⠈⡟⠉⣿⠀⠀⠘⠛⠃⠀⠀⢷⠀⢸⣿⠀⠀⢠⡀⠀⠀⠀⠀⠀⣿⢧⡇⠀⠀⠸⠗⠚⠁⠀⠀⠀⣀⣠⣾⠃ ⣿⡇⠀⠀⠀⠀⠀⠀⣶⣶⣿⢿⢹⠀⠀⠀⢀⣀⠀⠀⠀⢳⠀⣿⠀⠀⢀⣀⣤⠀⠀⠘⣇⢸⡏⠀⠀⢸⣧⠀⠀⠀⠀⢸⣿⡿⠀⠀⢀⠀⠀⠀⢀⣤⣶⣿⠿⠛⠁⠀ ⢧⣹⣶⣾⣿⡄⠀⠀⠸⡟⠋⠘⡜⡆⠀⠀⢻⣿⡇⠀⠀⢸⡀⣿⠀⠀⢸⣿⡿⡇⠀⠀⢸⣿⡇⠀⠀⢸⡿⡆⠀⠀⠀⣾⣿⠃⠀⠀⣾⡇⠀⠀⠈⡟⠉⠀⠀⠀⠀⠀ ⠘⣿⡿⠿⢿⣧⠀⠀⠀⢳⡀⠀⣇⢱⠀⠀⠈⣿⣷⠀⣀⣸⣷⣿⣤⣤⣼⠋⣇⣹⣶⣶⣾⣿⡿⢲⣶⣾⡇⣿⣤⣀⣀⣿⡏⠀⠀⣼⡏⢧⠀⠀⠀⣇⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠸⡞⣇⠀⠀⠀⢧⠀⢸⣈⣷⣶⣶⣿⣿⣿⣿⣿⣿⣿⣽⣿⡏⢀⡼⠟⠛⠻⢿⡿⠿⠿⣿⣁⣿⣿⣿⣿⣿⣿⣿⣶⣴⢿⠁⢸⠀⠀⠀⢸⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⢹⣼⣦⣤⣶⣿⠁⣀⣿⠿⠿⣿⣫⣿⠉⠁⠀⠀⠀⡏⠀⣴⠏⠀⠀⠀⠀⠀⠹⣆⠀⢠⣿⠀⠀⠀⢈⠟⢻⡿⠿⣅⣘⡆⣸⣇⠀⠀⢸⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠻⠿⠿⠛⠃⢠⣿⣷⣄⠀⠈⠙⠋⠀⠀⠀⠀⣸⢁⡾⠁⠀⠀⣠⣤⡀⠀⠀⠸⣤⡞⡇⠀⠀⠀⢸⣰⣿⠃⠀⠀⢹⣿⣿⣿⣿⣦⣼⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠻⢿⣿⣿⣷⣄⠀⠀⠀⠀⠀⠀⣿⣾⠇⠀⠀⣸⣿⣿⢿⠀⠀⠀⣿⢁⡇⠀⠀⢀⣿⣿⡏⠀⠀⠀⡼⠀⢙⣿⠛⠻⣏⡀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠙⢿⣿⣿⣷⠀⠀⠀⠀⢸⡿⡿⠀⠀⠀⡏⢹⠟⡟⠀⠀⠀⡿⢸⠀⠀⠀⢸⣿⡿⠀⠀⠀⢠⠇⡰⢋⡏⠀⠀⠀⢙⡆⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠙⡿⡿⠀⠀⠀⠀⣸⡇⡇⠀⠀⠀⠻⠾⠞⠁⠀⠀⢀⡇⡏⠀⠀⠀⢸⣿⠃⠀⠀⠀⡼⣰⠃⡞⠀⠀⠀⠀⡾⠁⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⡇⡇⠀⠀⠀⠀⣿⣇⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⣼⣃⡇⠀⠀⠀⠀⠀⠀⠀⠀⣼⣷⠃⣼⡀⠀⠀⢀⡞⠁⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⢸⠃⠀⠀⠀⢀⡇⢿⣿⣧⣀⠀⠀⠀⠀⠀⣠⣾⣿⣿⣧⠀⠀⠀⠀⠀⠀⠀⣸⣿⣿⣿⣽⣿⣷⣤⡞⠁⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣾⣼⣤⣶⣶⣶⡿⠁⠈⢿⣿⣿⣿⣿⣿⣿⣿⠿⠃⢸⣿⣿⣷⣤⣄⣀⣀⣤⣾⣏⣤⡟⠁⠀⠈⠻⡍⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠿⠿⠿⠟⠛⠁⠀⠀⠀⠉⠛⠛⠛⠛⠉⠁⠀⠀⠀⠙⠿⢿⣿⣿⡿⠿⠋⢀⣿⣿⣧⡀⠀⠀⣠⡇⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢿⣿⣿⣿⣿⠟⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
  17. My favourite song is 0.8.Bit Helen Leaves Sparta and Harvest Festival are the ones that move me lately
  18. Bug reproduced under Windows 11. In my case I started the game. 1v1 vs gaia crashlogs files uploaded crashlog.dmpcrashlog.txt
  19. @Ginnungagap @Itms I compiled rc2 and packaged it into a .deb to make things a little easier for users of Debian Linux-based distributions. I was able to install it correctly on the same computer I compiled it. Then uninstalled, removed any dependencies and installing again and it still works. We ran some tests with @real_tabasco_sauce and everything seemed to work fine. But I can't guarantee that it will work correctly on other computers. Maybe someone can try installing it. If it works, it might speed up the testing process a bit. Just in case, I set it to install the game under the name pyrogenesis-rc2 to avoid overwriting the version previously installed on the system. I uploaded in a drive of my own. Here's the link to the file: https://drive.google.com/file/d/1nVYrUtmSb41f9AvsUXJF3SSj5AUFVasS/view?usp=drive_link Not the best place to put it, but I don't have any personal server. I could use something like github or something else if you want. Feel free to tell me: 1) You can install the package with this command: sudo dpkg -i 0ad-deb.deb You can identify the installed package as 0ad-rc2 by running dpkg -l | grep 0ad $ dpkg -l | grep 0ad ii 0ad 0.0.26-2~bpo11+1 amd64 Real-time strategy game of ancient warfare ii 0ad-data 0.0.26-1~bpo11+1 all Real-time strategy game of ancient warfare (data files) ii 0ad-data-common 0.0.26-1~bpo11+1 all Real-time strategy game of ancient warfare (common data files) ii 0ad-rc2 0.27.0 amd64 This is the release candidate #2 of 0 A.D. 2) You can now run the rc2 with the following command: pyrogenesis-rc2 3) If you want to uninstall, you can run this command: sudo dpkg -r 0ad-rc2 I hope this helps the testing process and is not violating any WFG rules . If that's the case, feel free to remove this post. Thanks.
  20. Sure, @Norse_Harold, sorry for that!. It's true that you shared with me this idea. Those batch files were made by myself =) Thanks
  21. My two cents: Use "order one unit" command hotkey to easily distribute each woman to a different berry. This will cause your berries to deplete more slowly, giving you a small food advantage.
  22. Those who play on Windows cannot have two versions of the game installed, as the installation program detects old installations and does not allow installing without removing the previous one. Now that the new version is close and we need to test it, I thought it would be a good idea to share this with you. To avoid this, all you need to do is change the name of the folder where the game is installed before installing the desired new version. Here's a step by step guide: 1) locate and rename your current 0ad folder. In my case, it is installed in a custom path. The default path is probably something like C:\Program Files\0ad alpha<version>\ from this: to this: 2) Run the new 0ad installation file. It will ask you to remove the older version. You just click Ok/Accept 3) The installation wizard will attempt to install the new version at the previous folder. You might want to change this to the new version number. 4) When the installation is complete, you can rename the old folder back to its original name. from this: to this: 5) You will now have the shortcut to the new version you installed in your start menu by default. If you want, you can create a shortcut of the old version to the location you want to access it more quickly. Assuming you named the old folder "0 A.D. alpha 26", the executable will be located in the following path: \0 A.D. alpha 26\binaries\system\ example of my two desktop's shortcuts Now when we start a27 it will probably send us to the Mods section and ask us to disable the mods that are not compatible. By just disabling them, we can play our new version without any problems. 5) Additional step (not necessary) @Norse_Harold Shared with me this trick to avoid having to enable and disable mods every time we start a different version. This step is not necessary, but it makes things a little easier and requires some kind of knowledge to not mess things up. If you don't feel comfortable with this, just don't do it. You'll just have to enable and disable your mods whenever you want to open another version. But it does make things easier if you're switching between versions repeatedly. 0ad saves all our custom settings in the following paths: C:\Users\<YOUR USERNAME>\Documents\My Games\0ad C:\Users\<YOUR USERNAME>\AppData\Roaming\0ad C:\Users\<YOUR USERNAME>\AppData\Local\0ad So what we can do is rename the 0ad folders according to the version of 0ad that we have previously installed, and then create new empty folders that we will name according to the new version that we install. In the example the previous version we had was 26 and the new one was 27 so we will rename the original folder to "0ad26" and create a new empty folder called "0ad27" Here is the screenshot of the first path, but you need to do the same for the other two paths (Roaming and Local): As you can see, I have two folders called 0ad26 and 0ad27, each corresponding to its version. And additionally, I have a symlink called "0ad" created by the batch files I'm sharing. Note that you cannot make a symlink from the Windows Explorer as shortcuts. You have to do it from the command line. Therefore, it is very convenient to use a batch file that reproduces the commands so you avoid having to rewrite them every time you want to perform this operation. This symlinks takes you to one of the two folders, depending on which version of 0ad we want to open. You may need to edit the batch files and change some paths defined in the variables of both files, depending on your Windows configuration. These files need administrator permissions to work properly. So you will need to right-click run as administrator Again, this last step is not necessary and you can avoid it. Batch26.bat Batch27.bat
×
×
  • Create New...