-
Posts
94 -
Joined
-
Last visited
-
Days Won
8
Mentula last won the day on July 11 2023
Mentula had the most liked content!
Contact Methods
-
Website URL
https://gitlab.com/mentula0ad
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Mentula's Achievements

Sesquiplicarius (3/14)
235
Reputation
-
It is not the case for A27, but in the future it may happen that a new 0 A.D. version will change the metadata.json replay file structure, f.e. adding, removing or replacing data. Then, LocalRatings will need to update its logic too, to reflect the new metadata structure. In other words, future replays may not be compatible with today's replays - at least from data extraction perspective. There is also one more consideration: the "interpretation" of ratings may be different from version to version, due to balance adjustments and gameplay changes. For example, a parameter that was relevant in A26 may not be relevant in A27 anymore and viceversa. So the interpretation of ratings would change too. For these two reasons, I am in favour of distinguishing the two versions.
-
mod CustomColors mod - replace default player colors
Mentula replied to Mentula's topic in Game Modification
You can export/import your color scheme from/to local.cfg: [customcolors] 1 = "21 55 149" 2 = "150 20 20" 3 = "86 180 31" ... 16 = "80 80 80" or alternatively, from/to user.cfg: customcolors.1 = "21 55 149" customcolors.2 = "150 20 20" customcolors.3 = "86 180 31" ... customcolors.16 = "80 80 80" -
mod CustomColors mod - replace default player colors
Mentula replied to Mentula's topic in Game Modification
A mod should be agnostic about the existence of global variables outside the public mod (such as g_autociv_optionsFiles). It is clear where this issue comes from, @Atrik: your options.js file is a copy of options~boongui.js, which was last updated in 2021. Back at that time, autociv options were not compatible with other mods, so boonGUI had to implement this "dirty trick" (i.e. to include autociv's global variables) to function properly. Nowadays, this problem does not persist anymore: autociv supports option compatibility, so other mods (including yours) can be free from autociv's global variables. If you'd like me to send an update to your repo with a fix, please let me know. It can also be quickly amended by looking at nani's autociv code or other code (here or here) -
mod CustomColors mod - replace default player colors
Mentula replied to Mentula's topic in Game Modification
This workaround (i.e. changing the mod order) did not work in A26. It should work, but it didn't, possibly because of a bug. Not sure about A27. In practice, autociv (and other overwriting mods) took precedence over CustomColors (and other proxying mods) regardless of the order mods were loaded. This is why I asked nani for the fix -
mod CustomColors mod - replace default player colors
Mentula replied to Mentula's topic in Game Modification
Some mods overwrite existing options, instead of adding to them. We must ask authors to fix this behavior, as it breaks compatibility with other mods. It is clear from this code by @Atrik for example: g_Options, as well as the whole init() function, are overwritten. This is not good, as the original behavior will be "forgotten". I am surprised to hear it is an issue with autociv; I discussed with @nani in May '23 and he made a fix. A general recommendation to modders: use proxies to wrap functions, instead of overwriting them! See here for inspiration. -
Mentula started following CustomColors mod - replace default player colors
-
Dear all, Long ago (A24 was the current version) I made a mod to replace in-game player colors. It was never published on the forum, although it is publicly available on my GitLab. Better leaving a trace here on the forum than out in the internet wilderness. The mod is named CustomColors and the current version 0.27.1 is compatible with Alpha 27. When I developed this mod, there were already other mods implementing color changing - and maybe it is still the case today, but the existing solutions were not satisfactory to me, as those mods replaced colors everywhere... including replay files! Hard-coding colors onto replay files has some disadvantages (noticeable f.e. when when sharing replay files with others or when playing replays). So I opted for a more flexible solution and the CustomColors mod was the result. Perhaps one day the possibility of customizing player colors will be a built-in feature of the game. Color replacement, in two screenshots Here is where colors can be changed: And here is how the result looks like: Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
-
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
Thanks for reporting. The error can be ignored, it does not impact any game functionality. There is a fix for it. -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
LocalRatings 0.27.1 compatible with Alpha 27 can now be officially downloaded from the game: Settings > Mod Selection > Download Mods. Those who would like to share their LocalRatings stats collected during the long Alpha 26 journey, this is the right time to do so. Please notice there's a forum topic for that: -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
Greetings! 0 A.D. Alpha 27 is close to be released, and so is the new version of LocalRatings mod. For those who are already playing and experimenting on the game release candidate, LocalRatings v0.27.1 can be downloaded from one these links: Downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Changes are minor: primarily port to A27, quality improvements and fixes. Also, players with equal name but different upper/lowercase combination of letters are identified as the same player. I will later announce when the mod is available for download from the in-game mod downloader. -
Stan, thank you for the outstanding job you did. Besides the remarkable commitment and contribution to the project development, I have admired your patience, tolerance, responsiveness and involvement demonstrated to every member of this community, from the newest forum user, to the ones claiming they know better. Even more so, considering the responsibility and high pressure that the role demands. 2023 has been a tough year for 0AD and the project is more fragile today than it was one year ago. My wish for the future is that the new leadership will successfully tackle the "few can ruin the experience of many" problem, that so deeply harmed the game and the community. Fair winds Stan. Whatever you'll do from now on, it'll be a success.
-
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
Hi @Dizaka, each replay has an associated folder where data is stored (see this page to locate replays on your system: GameDataPaths). A replay folder contains two files: commands.txt and metadata.json. The first file, commands.txt is not used by LocalRatings: it contains the sequence of actions performed by each player in the game and its main purpose is to sequentially execute those actions when a replay is played. The metadata.json file is the interesting one, from the LocalRatings perspective. It contains the stats of the game, taken at certain intervals of time. You may want to look into such file, to extract data from a replay. Nicely enough, the engine exposes two methods that facilitate retrieving replay data: Engine.GetReplays() Engine.GetReplayMetadata(replaydir) The first of the two commands above yields all replays along with minimal metadata. To get the full metadata (including all stats) from a given replay, the second call will do the job. If you are curious to dig into the LocalRatings code to see how the mod handles data, I can suggest looking into Replay~LocalRatings.js and Sequences~Localratings.js, although some additional file is probably needed to grasp the full picture. These two files contain classes responsible for handling metadata and stats (respectively) of a given replay and storing relevant information. Cheers -
I quitted playing, same for the others.
-
This project has seen more releases in two months than 0 A.D. in twenty years
- 105 replies
-
- 2
-
-
- custom game setup settings
- custom mod setup settings
- (and 1 more)
-
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
New LocalRatings version! I have been working hard on the new release, and I'm happy to announce it is ready for download! It comes in two versions: v0.26.2 and v0.27.1, one for Alpha26 and the other for Alpha27, respectively. The two versions are the same in terms of features. Download for Alpha 26: LocalRatings 0.26.2 (zip) | LocalRatings 0.26.2 (pyromod) Download for Alpha 27: LocalRatings 0.27.1 (zip) | LocalRatings 0.27.1 (pyromod) What's new (with pictures) 1. Rating distribution charts 2. Aliases (thanks Acero for suggesting this very useful feature) See also Treat players with multiple accounts as one and What is the "primary identity" of a player with aliases? 3. Toggle LocalRatings as a dialog from the lobby, the game setup or in-game 4. Mod filter 5. Restyled player profile area 6. Personalized (rating/matches) format 7. Games with AI players included 8. Optional vertical marker for the evolution chart 9. Negative/unlimited weights -
Some numbers from experimental data I made an experiment to quantify the advantage provided by the proGUI trainer to economy. Technical details below. It turns out that -within the context of the settings below- I could reach the population cap 24 seconds earlier with proGUI (on average). On top of that, I could gather additional 1.14K resources with proGUI (on average). Experiment details (conditions, fairness, biases) Conclusion Results from experiments under comparable conditions show that -in my case- the economy of games with the proGUI trainer enabled is boosted by a non-negligible factor. The fact that both the population and the amount of collected resources are better with proGUI can be decisive in a game. I foresee objections of having forgot this and that. Please remember that 1. this is just data, anybody can produce more data to fit different settings 2. 0 A.D. is a game based on public information: other measurements -even on other players- can be taken and shared. Whether we use a particular mod or not, the information we share as a community, via replays, is public and visible. In other words, a player who does not use proGUI have the same means to evaluate the impact of proGUI on other players [with a rough comparison: one does not have to be alcoholic to measure the effect of alcohol on others]. So any data or thought from any user is welcome and shall not be minimized, regardless of the mods they use. I will put a link to this post in the first post of this thread for future reference. 10_replays_Mentula_20_06_2023.zip