Atrik
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Everything posted by Atrik
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Pathfinding & Crowd Simulation
Atrik replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
It's buggy but there is a setting for this to happen. Options > Game Session > Formation control > No override -
The last sentence is very funny! It's implemented as what's the easiest to do currently. When the unit is on a wall, he has a state of being "turreted", this is what boost his defenses. When not, it doesn't have any bonuses, regardless of if he is behind a wall or whatever. The projectiles make their lives without ever acknowledging walls. For sure would be nice to have this enhanced. You are right that bridges might have similarities with potential bridges (entities, not terrain as currently is) about how we could build them. But there aren't anything supporting walking across them currently. Units don't walk on fields, they just don't get any obstruction from them, so they actually walk on the ground. So yes, not really a simple task to get this into the game.
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Git is trolling me again. Wanted to PR this fix for rally points errors. rally.diff @Stan` thanks for the port.
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Pathfinding & Crowd Simulation
Atrik replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Screencast+from+2026-03-24+01-51-27.webm Would be nice along with some charging mechanics. -
You break a good chunk of the hotkeys doing so btw. Very likely you'll also have errors. A safe alternative is to remove : function autociv_showBuildingPlacementTerrainSnap(mousePosX, mousePosY) autociv_patchApplyN("updateBuildingPlacementPreview", function(target, that, args)
- 512 replies
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- hotkeys
- autoassign civ
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Why isn't 0ad on Steam?
Atrik replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
I have a feeling steam wants 0AD on their platform, I doubt these recurrent posts are spontaneous gamers registering to make so nicely written comments, explaining the benefits it would have for an open source project. -
gitea - Error downloading object
Atrik replied to DesertRose's topic in Game Development & Technical Discussion
(I'm not very knowledgeable about this) Those are probably residual changes from when you did git lfs pull. But it got interrupted at the first asset actually in lfs. Just clear them, with git clean -fd should do. -
Map Type: Random Map Filter: Default
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gitea - Error downloading object
Atrik replied to DesertRose's topic in Game Development & Technical Discussion
Ah, you edited the main branch of your repo.... The classical workflow would be to not make any of your edits there but on dedicated branches. Assuming we still want to use your main to rebase all local branches --since @guerringuerrin confirmed this worked for him, I'm guessing this was indeed due to something, probably rights, preventing you to pull lfs assets from 0AD's main repo storage-- here is what you could do: Drop all commits you did on main locally Force push your own main branch Try again to sync your main with 0AD's main using the web UI -
gitea - Error downloading object
Atrik replied to DesertRose's topic in Game Development & Technical Discussion
@DesertRose I had the same issue. I think I fixed it by doing a git lfs pull as recommended by @Stan`, but it would only work doing so from my own fork. Sync your main branch's fork from the web UI, then use it to re-base any local branches. -
I hope the feature would make targeting accessible/interesting enough that it would be a desirable part of the gameplay. That's a bit unfair given the explanations and illustrations provided. --- I think you are imagining that there is a "auto-sniping" thing out there that sort out battles without any user input. Let's assume that it is the case. If a player that would use such "auto-sniping", some of the decisions and improvisations he would be normally be able to do would be removed. Likely resulting in fool-plays, or predictability that other users could take advantage of. On the other hand, trying to make available some features that efficiently translate user inputs into actions, that stay general enough not remove possible plays, would make them very competitive against it. The above isn't the goal of the PR, much more like a QOL feature, that would make micro in battle more interesting. Making targeted volleys of projectiles would be much more rewarding if you can define a area where they are thrown, then if you they just all go on the first closest enemy for example.
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I know the player you are talking to. I know you know he was very much as top player before the mod even existed, he brought multiple accounts in top 10 leaderboard (before any mods). There are also players that don't use it that will state the advantage isn't that clear. Your screenshot make a point since that player have a pretty big experience of the game, but I was talking about my own experience primarily. I know hosts, including yourself, wouldn't balance a TG differently after asking me to disable, is that not true?
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(Relative to normal auto-queue) You have perks that increase control over your production, at the cost of having more buttons. You also don't have the problem of potentially having it stop for arbitrary reasons. When that happen with vanilla autoqueue you need to restart production with 3 keystroke, and you still don't need switch camera like it is so often pretended to be the case. So it's like ~3 APM saved, say 10 APM to be large, and not accounting that you should actually subtract that you need to manage the trainer panel. There are tones of other things in the mod that improve QOL, the trainer is a big one for sure, but no, It's not going to have the impact on the game people try to make others believe it does.
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Analogies are often stupid and always have limits. The point here was that you can always go a century back, and find things that were great back then for the time. Doesn't justify freezing things as they were. "highly automated" seems poor choice of words of having additional possibilities to actually control the production. Else it's the same idea. In fact if you remove the UI, you can perfectly make the same code work, example. Are you seregas? I don't know the answer to Maybe someone on windows can help you better. Probably still: C:\Users\JohnDoe\Documents\My Games\0ad\
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Fun fact. Ford Model T was the most successful car in automotive history, and to date, is still iconic. It had primitive suspensions and back then we had cobblestone road. We should therefore get back to that. I'm sure this is a totally valid reasoning. You don't have much knowledge about the game and none about the subject at hand. This is made visible by the numbers you give. Since you have self-imposed rules like "I will only ever play pure vanilla" the only thing you can ever do is express your emotional reactions to matters you have no context or experience about. You are free to do so, obviously. It's just not very constructive. People that refuse to the use current auto-queue, play SP, and therefore will never ever be impacted by any ways by improvements to the feature can also express there opinion and try to Decide4me, but their stances might not (should not) weight as much as people that actually know what they are talking about.
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I bet you had to specify the clothing color, else it would be red
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Hi @seregadushka, It is very understandable that you feel that some features of the game in their current state, prevents you from appreciating the game fully. Repetitive tasks, aren't adding anything to the game-play experience. And it is part of the 0.A.D. vision to limit them as possible. "This interactive/real-time contest should challenge the mind and avoid boring repetitive actions." As such, units autonomously carry on after cutting a tree as one of the example you provided, but this is because we can be confident enough that the player would want this to happen. However, production is complex. It depends on a lot of factors, and influence of lot of other things too. For example, there are already problems often stemming from the current auto-queue : If the user need the resources for another purpose, auto-queue might unconviniently consume them Which building should produce if two of them are competing for the same limited resource? How can the actions that we will be carried be as best controllable by the player? Theses challenges, I did face them when trying to make the trainer feature in ModernGUI. Because I was new to programing, to UX design, and even to 0.A.D. the feature is built with a bit of things that I wish to revisit. Mainly, it adds waaaay too much buttons to the UI, and complex ones too. I have in mind a system that will permit to have the QOL gained by this trainer feature, but without the added complexity. Basically, make it feel like it is very naturally integrated. It might be something that will come sometime in ModernGUI, and that I will poll here on the forum for an integration in vanilla. My beliefs are also that we should enrich some other parts of the game-play such as formations, units abilities... Sort that the game become even more of a strategic contest and less then just a measure of 'mechanical skills'.
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In the meantime this get addressed, autociv--or ModernGUI-- have the a hotkey for it : "autociv.production.queue.clear". Assigned as Alt+R by default.
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Yes! I also finely got it working almost perfect. There is just a couple things to clear and the feature tend to awaken a pre-existing bug. But it's very satisfying to use so definitively a must have in vanilla! Since I'm currently playing with it through moderngui, I think there are a couple things that would be also nice to have included, like what @Stan` linked. Overall maybe not a too small PR, so I'd maybe try to have the current big ones I have opened done and merged first (don't like the idea of having rotting PRs ), I enjoyed when we got things done for formations together, and I'm looking forward to get this rolling again! Thanks @Stan`!! 'switching' sounds a bit like there is a wall between the two and sometimes I also read comments that make it look like it's a sort of vs. Modding allows for people to get used to the 0AD code, experiment and learn. That's was the case for me, and for others like @guerringuerrin. I'm also not planning on stopping modding and in general, want to use it as a way to try a lot of things, and select the best ones/ the one that can be implemented into vanilla. Mods also can be used to patch some bugs in between releases, and of course just to mention them, the total conversions are a subject on their own.
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Tiny precision, I wasn't trying to blame the process I saw how it works well to generate hardened quality code, the time reviewer spend to read your (sometimes sh!ty) code is never to be taken granted --thanks by the way @Vantha, @phosit, @Stan` for the reviews on my PRs --. But simply the additional time to be spent on trying to get any feature into the game (again the 1-2 order of magnitude larger of work isn't a exaggeration, add to this waiting time) create a very real limit to what you can get done, even over a large time frame. Your suggestions to try to organize the collaboration although nice, can hardly solve this dilemma.
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It's a bit more complicated then that however. It's not just about good will. There are things that I can do in a mod that won't be accepted in vanilla, like dropping support for minuscule screens. The time spent on developing anything for vanilla is of a large order of magnitude (often even two) longer then for a mod, due to requirements, process, need of communications.. Reviewer availability is scarce and mismatch with your own motivation and availability creates a even bigger gap between making something in a mod and for vanilla. Some ideas are very often initiated in the mod as a totally buggy POC, and refined over time since you can immediately play test it (or dropped). Which is something you cannot really do with vanilla.
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Glad you ask! I'll try to make a short answer even if I could talk so much about this point. ModernGUI is almost a mod that allow you to build the GUI. You have the basic UI reworked, that looks like that : The panels are reworked nicely with generally slightly bigger buttons, and importantly, access to cool stats and data is easy and tones more of them are accessible in stylized tooltips. You can then open the "GUI builder" using the gear icon near the minimap, and start customizing the UI, including adding the top panel for stats. Screencast from 2026-03-10 20-45-05.webm The "advantage mechanics" are disable by default, and can be enabled in the "EcoPanel" menu of this GUI builder. So if you don't want them, you just don't enable anything in there. There are a couple of features like the ability the use "order one" hotkey for certain actions where it isn't implemented in vanilla, as well as the farm buttons discussed above that don't have an option yet, but I doubt you were thinking about that. As a side note, autociv mod also has a panel to display allied stats although it is not very visually appealing.
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Make a mod that remove all gui buttons that can be executed with just the mouse (units actions, formations, etc). Also remove selection box since you can always shift+click units when you want to make a multi-selection. You can even remove auto-drop-site deposit and things like that. Surely you'll experience fully the real-time-strategy at it's full potential then. Since real-time obviously means clicking a lot, and anything that allow users to make batch orders are blasphemes.
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If the farm is full, this is already the case, like for all resource gathering. Gatherers have diminishing efficiency in function of how much they are on a single field, hence the initial suggestion of having them spreading.
