
Atrik
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Everything posted by Atrik
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MainMenu > LocalRating > 'BuildList' button somewhere.
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Seems like the gitea is down every once in a while...
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Guide: Running AutoCiv Mod on 0 A.D. Alpha 27 (Temporary Workaround)
Atrik replied to Tulughma's topic in Game Modification
autociv.zip Here is autociv with overlay stats, as well as option compatibility with other mods fixed. (I was asked to do this for a while lol) -
"requirements": { "entity": [{ "class": "Village", "number": 25 }, { "class": "Town", "number": 2 }] } More likely to work like this but untested.
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@Stan` thanks for the explanations and instructions. I still feel like I don't understand too much what I'm doing, but I did follow your instructions. I would add to the wiki if theses tips are added: to make sure public and mod mods contents are unziped, as-well as placing your mod in binaries/data/mods/ if you are used to place them somewhere else ofc. After this I was able to recompile the shaders for mod and public mods. But when trying for my mod, I can't do it. python3 source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public binaries/data/mods/moderngui source/tools/spirv/rules.json binaries/data/mods/moderngu Trying to input mod and public as dependency throw me usage error: usage: compile.py [-h] -d DEPENDENCY [-p PROGRAM_NAME] [-j JOBS] input_mod_path rules_path output_mod_path compile.py: error: unrecognized arguments: binaries/data/mods/moderngui python3 source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/moderngui source/tools/spirv/rules.json binaries/data/mods/moderngui Trying with only mod or only public as dependency fails: Failed to run command: glslc -x glsl --target-env=vulkan1.1 -std=450core -I binaries/data/mods/moderngui/shaders/glsl -I binaries/data/mods/mod/shaders/glsl -fshader-stage=vertex -O binaries/data/mods/moderngui/shaders/glsl/model_common.vs -DIGNORE_LOS=1 -DMODE_SHADOWCAST=1 -DPASS_SHADOWS=1 -DRENDER_DEBUG_MODE=RENDER_DEBUG_MODE_NONE -DREQUIRE_ALPHA_GEQUAL=0.4 -DSHADOWS_CASCADE_COUNT=1 -DUSE_SHADOW=1 -DUSE_SHADOW_PCF=1 -DUSE_SHADOW_SAMPLER=1 -DUSE_TRANSPARENT=1 -DUSE_SPIRV=1 -DSTAGE_VERTEX=1 -o binaries/data/mods/moderngui/shaders/spirv/model_solid_tex_93abd5df7e11b5eb0eaca7c7664483806526d883ca0a0c39319cffd6de61462a.vs.spv -g multiprocessing.pool.RemoteTraceback: """ Traceback (most recent call last): File "/usr/lib/python3.10/multiprocessing/pool.py", line 125, in worker result = (True, func(*args, **kwds)) File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 406, in build_combination reflection = compile_and_reflect( File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 160, in compile_and_reflect ret, out, err = execute([*command, "-g"]) File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 76, in execute process = subprocess.Popen(command, stdout=subprocess.PIPE, stderr=subprocess.PIPE) File "/usr/lib/python3.10/subprocess.py", line 971, in __init__ self._execute_child(args, executable, preexec_fn, close_fds, File "/usr/lib/python3.10/subprocess.py", line 1863, in _execute_child raise child_exception_type(errno_num, err_msg, err_filename) [...] FileNotFoundError: [Errno 2] No such file or directory: 'glslc' """ The above exception was the direct cause of the following exception: Traceback (most recent call last): File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 705, in <module> run() File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 685, in run build( File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 592, in build result.get() File "/usr/lib/python3.10/multiprocessing/pool.py", line 774, in get raise self._value FileNotFoundError: [Errno 2] No such file or directory: 'glslc' The only thing I got it to build the problematic "model_solid_player" was then you copy past shaders folder into moderngui then run the compile script with the mod itself as dependency. But that doesn't solve the initial problem, and nothing changed. python3 source/tools/spirv/compile.py -d binaries/data/mods/moderngui binaries/data/mods/moderngui source/tools/spirv/rules.json binaries/data/mods/moderngui Program "model_solid_tex" Building. Program "model_solid_player" Building. [...] I also tried to read the compile script but ofc I'm not good enough to conclude anything from it... Can you see what I missed?
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You shouldn't need a huge screen with the a27's ModernGUI, I adapted some features to smaller screens, a few elements get resized automatically and you have a great deal of options to shrink or remove some on-screen features. I did my best to improve this aspect over a26 gui mods.
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@zzshahzz from the screenshots I think you have the mods folder at the wrong place? It should be in ~/Library/Application\ Support/0ad/ So, basically you should have ~/Library/Application\ Support/0ad/mods/ModernGUI/ [the mod content directly here] On @wowgetoffyourcellphone's screenshot, I believe he was showing you that you are NOT supposed to have ~/Library/Application\ Support/0ad/mods/ModernGUI/ModernGUI/ [mod content]
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I think the material is what makes this golden glow effect on the arrows above the heros. The entire 'hero visibility' feature is from Hyrule. The wiki doesn't mention compiling, can you tip me to some relevant tool or doc that can help me understand how can I get this recompiling done?
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I've updated the mod with some performances enhancements. I would consider it as stable now but: There is still known issues about the Hero prop that fails to load with Vulkan. I also had recourse to some temporary measures, like removing some features such as the kill counter, or throttling the gui refresh rate... Basically did what I had to, beside code optimizations, for it not to impact the game performances that are crazy in a27 rn .
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Ranged cavalry should be at the back of formations
Atrik replied to Atrik's topic in Gameplay Testing
Probably for MP, like changes suggested in this thread, it would cause problems to have players having different version game impacting simulation. But for the UI I guess wouldn't be too bad to have some released patchs? -
Hi @zzshahzz, you can try the mod out but consider it unstable for-now. I've ported and added features for a27 that are too heavy on performances. So it's ongoing some re-factorization and optimizations. You could encounter bugs, errors and general slow performances that can hinder user experience. I'll post here when a more stable version is achieved, probably in a couple of days, or more. (Probably sooner then later).
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Seems to work. Thanks @Itms! Hoping a27 is for very soon then!
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I got another crash bug but still probably not release blocker (as long as it doesn't hide another underlying issue). Reproduce: Host a game in lobby. While in game, from the game menu click "lobby", then click on any room. Insta crash. Both before or after game would be started.
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Formations currently order units in this order : <SortingClasses>Hero Champion Cavalry Melee Ranged</SortingClasses> Where Cavalry get to be often in front of Infantry melee, even when they are ranged units, like archers or javelin cavs (but not always, they seems to sometimes get behind as "Ranged" too). I'm pretty sure most players of any levels, would prefer to have ranged cavalry behind melee infantry. And even costly units like hero and champion, not on the first line. I'm sure someone could reference some historical battles where leaders (heros) were on the frontline but there is probably as much of them where they weren't. https://gitea.wildfiregames.com/0ad/0ad/src/branch/release-a27/binaries/data/mods/public/simulation/templates/template_formation.xml @Emacz
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Sorry I meant the rc use the same mod folder as other 0ad release afaik, you shouldn't need to compile it in there.
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The mod folder is probably not in the folder you built rc2. Instead since you said you was on Ubuntu the mods probably are in home/.local/share/0ad/, something like this.
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@Stritch Some players already experienced this bug, should only happen rarely. You probably should upload replay here, I'm still not sure this bug was documented yet.
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@seeh If you used the rc download (not from git), i can only guess you didn't merge build and data properly. Maybe some files are in wrong subfolder, or merge operation skipped some folders. Make sure you also didn't terminated the build script early... Maybe someone more knowledgeable know other reasons this can happen.
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I'm sure it will feel silly for some but I know some people beside just myself who would have used this post if it existed For lazies on ubuntu/deb who want to spare themselves reading the sorting the build instructions: Download : 0ad-0.27.0-rc2-unix-data.tar and 0ad-0.27.0-rc2-unix-build.tar https://releases.wildfiregames.com/rc/ Unzip folders and merge their content. Get dependencies : sudo apt install build-essential cargo cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev python3 rustc subversion zlib1g-dev llvm Build third parties, in the new folder you created : cd libraries ./build-source-libs.sh -j3 Then build game: cd ../build/workspaces ./update-workspaces.sh -j3 # if using system-installed versions of the libs, pass --with-system-mozjs and/or --with-system-nvtt cd gcc make -j3 VoilĂ ! You can launch a27 by executing the "pyrogenesis" in binaries/system/ @Acero @Meister
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This I'm sure it's true, but -1 hack is still ~3times lower then the +x0.5 counter they lost from a26. (Champ cavs taking ~+5/6% dps but inf spears deal ~-17%). Champ cavs have just been buffed, relatively to their counters. As @Itms said it's too late for balancing, but it's great and exciting to have a27 out!! But I'm kinda expecting that champ cav will be banned by mp hosts often, as some hosts already ban them in a26 lately (even in vanilla).
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This discussion should have probably be moved somewhere else but... Same can be said for cs inf spear and cs melee cav. They were "buffed" the same, yet melee champ (who also had the same re-balance) somehow became stronger but cs melee cavs weaker? I agree with @chrstgtr, that it should be addressed with a counter damage multiplier of some kind. It's much easier to keep the melee champ cavs amazing but balanced by increasing its counters strength then by nerfing its own stats. Obviously : Melees champ cavs are expected to roll a group of ranged units but not a group of spears. Lowering hp would make them little worse in both situation while counter damage increase would only make them worse against their actual counter.
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This -1 hack armor correspond to a ~5% damage increased for spears, after they lost ~17%. So basically still a very net counter damage decrease from vanilla a26 for spears vs champ cavs.
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A archer need to shoot only 120 arrows to kill a champ cav, that's a bit better then a26 where it was 140. Ok joking here, i think it's normal that melee cavalry excel against ranged units especially champs, but i think since you still gave spears only a 2.5 dps multiplier against cavs, that's overall a notable buff from already op champ cavs in a26. My opinion is : buff counters instead of nerfing champ cavs stats. With current balance, it's certain that champ cavs will be way op. I'm in for the testing.
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Probably anywhere between 10-100MB for 100 maps? The random ones are often very light, almost half of it could be the preview image for some. If the game is 50MB lighter it's great, but I'll also tend to have nostalgia for maps I never played or played 3 times at max (aka the sunk cost fallacy)
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A break is always good
Atrik replied to guerringuerrin's topic in Introductions & Off-Topic Discussion
I would say cosmic. Still eligible for the hug?