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Seleucids

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Everything posted by Seleucids

  1. I'm afraid this isn't always the case. In A26, people with low spec computers also had low frames and simulation delays. However, the stuttering was much less of an issue as it only gets extreme in very very large fights. In most cases, low graphics cards just gave 10-20 fps, which was not comfortable but still playable. We have almost never seen anyone having to pause the game because their GUI is crashing, whereas this happens in almost every game nowadays. On average, the frame rate in A27 is only 70% of that in A26. I did some fps recording and obtained this data. The important part is the minimum fps has dropped a lot since A27 and GUI fails to respond. A26 could run smoothly with just 1 stutter per game on powerful hardware, whereas A27 struggles even when your hardware is maxed out. The difference is, A27 fails to utilise 100% of any resource: a single CPU core is at 60% when the game is stuttering and the GPU usage is merely 50%. However, with the build which removed full hashing, the usage of system resources is near 100% and the bottleneck now is really the hardware. Another solution is to async the GUI so that at least the player can hang in the game, but not sure if that is trivially doable. If nobody shows up, we can make a few alt accounts and join with multiple instances (Linux OP !). Since the game is only a single core process, the performance of 4 instances is the same as 1 instance. Another idea is I do unofficial builds and distribute that out to players.
  2. As most people are aware, A27 has some technical bugs: extreme stuttering and OOS on rejoin. The extreme stutter makes many players drop down to 3fps or even freeze and crash the game completely. We have determined that it is caused by full hash. Wraitii has a fixed version with quick hash that solves this problem. I and @real_tabasco_sauce have tested it out and large battles with 4 players were able to run smoothly. My question is, can we do a quick re-release like we had in A25-b or just call a new version A27.5 / A28, where we at least fix the hashing stutter. If this is too much to ask, all we need to do is compile this: https://gitea.wildfiregames.com/wraitii/0ad/src/branch/quick_hash_only/ into .exe or appimages then distribute it to the player base so that people who aren't capable of building the solution can also play. Of course it might not be compatible with the rest of A27 players but if everyone could update easily, then it won't be a problem. The solution can be popularised by advertising on the forum and the lobby heading message. We can do a release candidate every time a bug is fixed, just to get games going. This current version is almost unplayable for many medium spec users and a few players I know have quit because of the stutter issue.
  3. Updates for A27: To enlarge training icons: larger-icons.zip Ranged Overlay without OOS: rangedoverlay.zip Previously, the ranged overlay mod caused OOS with community mod, because the stats of units are different. Now, community mod no longer exists so your templates will not be touched by other mods and hence no OOS issue.
  4. autociv-sevda.zip This is my enhanced version of autociv, which displays the count of each unit class, KD ratio etc.
  5. The easy way to adjust batch size is to hold down shift, then mouse scroll on the unit icon. You will see the number change. This is very outdated. You should upgrade to the latest A27-release or B---- XXVIII build.
  6. Sounds like what you want is a mod detector and a ProGUI free TG. You can try to make a mod detector on your own which shows the list of mods being used by the players. As I said before, ProGUI is easy to detect just from the replay even if they try to hide it. You can use ffm's script to live read the replay file to detect traces of ProGUI. But there are more hidden mods such as my abstractGUI which only changes the art folder. If I embed that into something legit like autociv, you won't be able to see it. Whether abstractGUI counts as a cheat is another story; I saw the thread being limited to only approval by moderators so clearly someone is not happy.
  7. I think the stats panel can be "integrated" into the main game by improving the top panel of session. Even on a 4:3 screen, most of the space here is empty and there are unnecessary content such as the version and build, which can be replaced by useful information from the autociv panel: Resource counts Unit counts of each class: Support, Infantry, Cavalry, Champion. The combat information: Kill count, Losses, KD ratio Phase of development The build and release version should be summoned alongside WFG logos with hotkey ctrl + K
  8. Let's not waste any more time on ProGUI arguments and just leave it to the hosts. Detection of ProGUI automation is quite trivial; even if the user hides it in some intricate mod Matryoshka (or by some other technical spoofing methods), the gameplay will instantly reveal it. We should instead focus on other potential cheat mods and detection of cheat usage, such as revealing info, stats change etc. Also cheat mods are no longer fashionable because they patched up a lot of the javascript vulnerabilities from an engine level. Old cheats no longer work.
  9. In that case, maybe you can find the mods of users in mainlog.html and the replay file
  10. I see nothing other than mentions of ProGUI and Quickstart. The other cheats discussed in November have been patched up. I wont argue whether proGUI is cheat or not. If you feel that ProGUI and Quickstart are cheats, you can use it yourself. As far as I know, no host bans ProGUI nor Quickstart. You are always welcome to use them in my host.
  11. Theoretically yes. But smart kids know how to hide their mods from you. Knowing the mod names also doesn't change much because you don't know what's hidden behind the name in the mod source code. It is easy to edit the source code of benign mods. But don't worry Dakara, the cheat features have been discovered a patched. Cheat mods no longer exist because the malicious commands are forbidden by the engine. Currently there is no easy way to cheat, unlike A26 where just editing a few lines of code will get you everything. The bots are the biggest cheaters because they have x1.56 bonus in eco and 0.80 bonus in training time. The also see everything that you do. OP.
  12. Agreed, as an attached user of autociv, I find these features the most important: 1. Additional hotkeys to select all cavalry, all infantry etc 2. The stats panel 3. The additional chat commands: /link /team 4. Automatically changing civ when you type a name - you won't need to bother the host. 5. Maximum number of corpses = 1 to reduce confusion and lag. However, I do realise that some people may be against implementing some of these features into public, especially point 2 and 5. So some input from singleplayers would be appreciated.
  13. I have a laptop which has 14 cores @4.5GHz but only an Intel Arc iGPU which relies on offloading tasks to its NPU. I have another laptop which runs Intel Iris. At the start of a game, I can get up to 500fps, then this value decays as more buildings are built and units trained. At 200 pop, I can sustain 80~140 fps. But when we have a full scale 1v1 battle with 140 inf each side, the frame rate drops to 3fps. If more than 2 players are involved, the GUI freezes completely until more than half of the units present are dead.
  14. After some digging, the problem has been resolved and my build was successful. For future Linux users: Solution: 1. Create a new system user account. Keep it fresh and don't change any settings or environment variables for this user. Your old user where the build failed likely has contaminated environments. My main user account had conda installed and many environment variables changed to accommodate my other projects. This conflicted with 0AD build environment. 2. Install key dependencies for the build, including cxxtest, python3.10 but excluding zlib if you have zlib-compat already. 3. Follow this instruction here. I would recommend building all of the libraries using cloned 0ad ingredients instead of system packages, then stick to built 0ad libraries instead of system libs. You do not need to create python virtual environments in this case; I am using python 3.13.1 and it worked. 4. DO NOT type export WX_CONFIG=wx-config-gtk3 Unless you have fatal errors otherwise. You should first try installing wxwidgets-gtk2 before resorting to this.
  15. Cachy OS (Based on Arch Linux) They are all installed at the same time. I installed them via the AUR ls: cannot access '/usr/bin/libclang.so': No such file or directory /home/rena/.conda/envs/cloudphysics/lib/libclang.so /home/rena/.conda/envs/cloudphysics/lib/libclang.so.13 /home/rena/.conda/envs/cloudphysics/lib/libclang.so.14.0.6 /home/rena/.conda/envs/ncl_stable/lib/libclang.so.13 /home/rena/.conda/pkgs/libclang-14.0.6-default_hc6dbbc7_2/lib/libclang.so /home/rena/.conda/pkgs/libclang13-14.0.6-default_he11475f_2/lib/libclang.so.13 /home/rena/.conda/pkgs/libclang13-14.0.6-default_he11475f_2/lib/libclang.so.14.0.6 /home/rena/.conda/pkgs/libclang13-19.1.7-default_h9c6a7e4_1/lib/libclang.so.13 /home/rena/miniconda3/lib/libclang.so /home/rena/miniconda3/lib/libclang.so.13 /home/rena/miniconda3/lib/libclang.so.14.0.6 /opt/anaconda/lib/libclang.so /opt/anaconda/lib/libclang.so.13 /opt/anaconda/lib/libclang.so.14.0.6 /opt/anaconda/pkgs/libclang-14.0.6-default_hc6dbbc7_1/lib/libclang.so /opt/anaconda/pkgs/libclang13-14.0.6-default_he11475f_1/lib/libclang.so.13 /opt/anaconda/pkgs/libclang13-14.0.6-default_he11475f_1/lib/libclang.so.14.0.6 /usr/lib/libclang.so /usr/lib/libclang.so.19.1 /usr/lib/libclang.so.19.1.7 /usr/lib32/libclang.so /usr/lib32/libclang.so.19.1 /usr/lib32/libclang.so.19.1.7 Yes, but it was before the release of A27; I successfully built the development version of A27. The last successful attempt was in December 2024 where I followed the steps from the posts above to workaround the errors.
  16. I have installed llvm but this error is still persisting: 0:02.55 checking whether the C++ compiler supports -fno-sized-deallocation... yes 0:02.57 checking whether the C++ compiler supports -fno-aligned-new... yes 0:02.57 checking for llvm_profdata... /usr/bin/llvm-profdata 0:02.57 checking for rustc... /usr/bin/rustc 0:02.57 checking for cargo... /usr/bin/cargo 0:02.61 checking rustc version... 1.84.1 0:02.62 checking cargo version... 1.84.1 0:02.69 checking for rust host triplet... x86_64-unknown-linux-gnu 0:02.73 checking for rust target triplet... x86_64-unknown-linux-gnu 0:02.73 checking for rustdoc... /usr/bin/rustdoc 0:02.73 checking for rustfmt... /usr/bin/rustfmt 0:02.73 checking for clang for bindgen... /usr/bin/clang++ 0:02.74 checking for libclang for bindgen... /usr/lib/libclang.so 0:02.74 checking that libclang is new enough... 0:02.74 ERROR: The libclang located at /usr/lib/libclang.so is too old (need at least 5.0). 0:02.74 Please make sure to update it or point to a newer libclang using 0:02.74 --with-libclang-path. *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed I have also installed multiple versions of libclang and they are all greater than version 5.0 @hyperion do you think this could be related to Python versions? I created a conda environment with python 3.10
  17. The batch time modifiers and the basic maths have not changed so these calculations apply. However, some special buildings have different batch time modfiers and heroes too. The general logic of the models above is sound. You can perform your own calculations if you want. Derive the instantaneous rate of gathering, difference in resource gathered for each strategy and population growths.
  18. I have retried the build, from the library step. This time I added no --with-system-mozjs and no --with-system-cxxtest flags. I ran into this error while building the libraries: 0:02.71 checking for clang for bindgen... /usr/bin/clang++ 0:02.73 checking for libclang for bindgen... /usr/lib/libclang.so 0:02.74 checking that libclang is new enough... 0:02.74 ERROR: The libclang located at /usr/lib/libclang.so is too old (need at least 5.0). 0:02.74 Please make sure to update it or point to a newer libclang using 0:02.74 --with-libclang-path. *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed My Clang version is already 19.1.7-2. I am building from a Python3.10 environment. Would installing clang 5.0 help? Thanks
  19. phyzickate.zip Another update: more colours and fixed the elephant bug. This is the Nubia biome:
  20. I followed the steps above, but the last step make completed successfully without giving me the pyrogenesis executable. I tried to re-execute the make and this error appeared Running build commands mkdir -p generated /usr/bin/cxxtestgen --root --have-std --have-eh --include=precompiled.h --runner=ErrorPrinter -o ./generated/test_root.cpp Traceback (most recent call last): File "/usr/bin/cxxtestgen", line 15, in <module> import cxxtest ModuleNotFoundError: No module named 'cxxtest' make[1]: *** [cxxtestroot.make:44: generated/test_root.cpp] Error 1 make: *** [Makefile:192: cxxtestroot] Error 2 make: *** Waiting for unfinished jobs.... There is a Python script trying to import a cxxtest module which obviously doesn't exist. What's the workaround? The system libraries were built successfully and the previous steps executed without error.
  21. Nub question: what are the commands for setting colours?
  22. The projectiles thrown around in battles stay on the ground for some time. This increases CPU lag and is unecessary. How can I change the time the system waits before it cleans up the ground? Thanks.
  23. Another update: for those of you who prefer slight realism and white background, I took advice from PhyZic and made an alternative version. Note that this version does pure art changes, no GUI changes are made. phyzicvisuals.zip
  24. We can do this already, but it will apply for all units and even spearman will walk past to attack ranged units. This will not work out well. @leopard 's problem can be resolved by always pressing ctrl+Q when attacking, instead of the normal attack move. This will make your troops attack only enemy soldiers. They will even ignore enemy women. You can also press H, although I am not sure exactly what command that is attached to.
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