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Posts
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Days Won
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Everything posted by guerringuerrin
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What Should New Players Know When Starting This Game?
guerringuerrin replied to onghyr's topic in General Discussion
Hi, @onghyr. This video (made by maybe the best player) is from an old version but it's still useful to learn the very basics of the economy in 0ad. I recommend you to watch a few times bc it has a lot of data to process -
@Caterina Some folders are not deleted even when uninstalling the game, so I recommend you to delete them manually, just in case: Uninstall the game Delete the 0ad folder inside this three paths: C:\Users\YourUsername\AppData\Roaming\ C:\Users\YourUsername\AppData\Local\ C:\Users\YourUsername\Documents\My Games\ It might not help, but it’s very simple, so it’s worth trying. edit: note that AppData is a hidden folder by default. You will need to configure to show hidden files:
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https://releases.wildfiregames.com/
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gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
gg is how I name my origin. You probably have origin as your local repo, not gg -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
Ok, but it looks like you’re making progress now. Check where your LFS URL is pointing, bc it looks like it is missconfigured because: So, check the LFS URL endpoints with: git lfs env And check for the Endpoint values: They should look like this (note they are none of them are pointing to my remote but official repo instead): If you see bad urls here you can: git lfs uninstall git lfs install git config lfs.url https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs git lfs pull If this pull still fails you can try: GIT_LFS_SKIP_SMUDGE=1 git pull git lfs pull Now, I’m not entirely sure how GIT_LFS_SKIP_SMUDGE works internally besides that it basically skips downloading LFS files during pull, but it has helped me before when I had issues updating my local repo due to LFS errors. -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
@DesertRose Ok, your remote now looks good. So instead of git pull try doing this: git fetch git clean -fd git reset --hard origin/main. This should remove those files and bring you an exact copy of your remote repo -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
@DesertRose Great. Now: git push --force-with-lease you-remote-repo-name <your-repo-main-branch> -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
git reset --hard 262c5c037e should do the work -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
@DesertRose Use a commit before 67ee5aaeb5, which is the one that introduced those files. I think you can use: 262c5c037e, Use promises to fetch net messages -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
I'm not sure what could happen if you remove them manually. Instead of that I would use git clean to delete untracked files: git clean -fdn To preview what files will be removed, and then: git clean -fd edit: at first glance those are the same files I have problems with some days ago. After cleaning the untracked files, I would suggest the following steps, which worked for me last time: Check where you are in the commit history: git log --oneline --graph Reset your branch to a known good commit (you just need to pick the right one): git reset --hard <commit> Update your remote branch with your local state: git push --force-with-lease your-remote-repo-name <your-main-branch> Then, update/sync the branch using the Gitea web UI (to avoid Git LFS-related issues). Then, git pull -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
@DesertRose Can you show what the output of git log --oneline is? edit: I guess for your edit that you managed to fix it. nice! -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
And, if dropping your commits doesn’t work for some reason, you can also try resetting your local branch to a few commits earlier in the history. Then try steps 2 and 3 again. View the history to choose where to go with: git log --oneline Then: git reset --hard <commit-hash> Then: -
gitea - Error downloading object
guerringuerrin replied to DesertRose's topic in Game Development & Technical Discussion
Having this problem some days ago I did this and it worked -
Yeah, might be too technic. Maybe this commentary in that PR describes better why I think could help on this: Oh I understand and I think you are right about "Attacking ranged units beyond melee and then running away when ur melee is all gone will remain." The way I see it, targeting ranged units to eliminate them first (given their higher damage) is somewhat part of combat micro skills, just like sniping a Hero, rams, or other high-value units. And this probably wouldn’t be as necessary with a different balance for combat units (e.g. melee units stronger against projectiles). That’s why, from my perspective, when we talk about the sniping problem in 0 A.D., we’re referring to the repetitive action of targeting units with a group or using Alt+click to pick them off first. Which creates that “whoever clicks more wins” dynamic. But I can be wrong.
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@seregadushka I think you’re making too many assumptions about me that you don’t actually know, but at this point it doesn’t really matter. I’ll quote my first reply to your message below this answer. I don’t think there’s anything disrespectful or aggressive in it. I don’t consider it a bug to not have a fully automated training system like ModernGUI does (I mention this mod because, after Atrik’s reply, you brought it up as a solution to your initial suggestion). And I took the time to lay out my arguments. But it’s just my opinion, not an attack on you. In fact, in that first message I said: “However, I could imagine having an option in the settings that allows the auto-queue to remain active and automatically resume production once the required resources are available again.” Which, if I understand correctly, is more or less what you’re asking for. On the other hand, I can’t be held responsible for the tone or responses of other users. This is a public forum,many people can reply to you. If others replied badly, that’s on them. It’s your choice how you respond, and you can’t justify your behavior by pointing to others responding poorly.
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@seregadushkai talked to you with respect until u started to trashtalk me. if you know how to code you probably know (or can learn easy) how to make a pull request. repository is here: https://gitea.wildfiregames.com/0ad/0ad
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In fact, it’s not a matter of majorities or whether there’s opposition. He’s completely free to submit a PR and have the devs evaluate it. I don’t think what’s been discussed here will have much influence. But of course, if opposing opinions from community members are met with arrogance and insults, it will most likely provoke an equally negative response. And that’s exactly what this know-it-all has been doing since he started replying to others’ opinions. Many criticisms like these come up from time to time from “so-called anonymous” users, and yeah, it would be good to see whether they’re as good at actually doing as they are at trash-talking.
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Ok, the bad censoring wasnt intended. I guess image got compressed when uploading and revelead. that was my bad. I do not know who he is but it's actually pretty obvious he is smurf anyways. Yeah, maybe I wouldn’t change the balance. Balance depends on several factors. But I’ve seen the advantages your mod provides in critical moments. I’ve seen regular players substantially improve their unit production and become very competent cavalry raiders. I’ve seen players being attacked and defending themselves while the trainer keeps producing units for them, even in moments when it would be humanly impossible for anyone to assign perfectly calculated batches while having to defend on the battlefront or raid the enemy’s base. For me, the facts are clear: in critical moments where every second counts, where good battle micro makes the difference, and where fast repop is crucial, your mod maintains unit production almost perfectly without moving a single finger.
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There are many QOL features in ModernGUI that I really appreciate. I think you’ve done an excellent job giving players the flexibility to customize the GUI to their liking, and you’ve kept alive features from other discontinued mods that are highly valued by the community. However, regarding the automation of the training system, I feel you’ve gone too far. I also think you’re overlooking something very important: the player’s awareness in the heat of battle. We are not perfect machines that remember to perform all the necessary actions at the exact right moment to keep our economy running smoothly. Your mod does an excellent job of removing a large part of that burden. The users of your mod can see it for themselves, which is why I find it frustrating that you don’t seem to recognize the advantages it provides.
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If you follow the thread, you know that’s not the point in question. But if someone says that’s not what ModernGUI does, of course I’ll discuss it.
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I see what you mean, but I find calling it “having additional possibilities to actually control the production” is an euphemism. ModernGUI actually does more than just provide control. You can set the percentage of each unit type, and as long as you have resources and houses, it automatically queues units, calculating in milliseconds how many each building can train and executing all orders, freeing the player to focus on other tasks. Of course, you’ll still need to check the barracks occasionally and make other decisions, but IMHO “highly automated” fits this behavior well. I don’t want to turn this thread into another ModernGUI discussion, but I felt it’s important not to misrepresent its functionality in the context of this debate.
