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Everything posted by Seleucids
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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.
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- building hotkeys
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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.
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I volunteer !
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- building hotkeys
- visible corpses limiter
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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.
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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.
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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
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Batch Training (The Good, The Bad and The Ugly)
Seleucids replied to Micfild's topic in Gameplay Discussion
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. -
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
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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.
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mod CustomColors mod - replace default player colors
Seleucids replied to Mentula's topic in Game Modification
Nub question: what are the commands for setting colours? -
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
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Why 0 A.D. Units Prefer Buildings Over Enemies!
Seleucids replied to leopard's topic in Gameplay Discussion
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. -
Running A27 on any Linux distro and version (in theory)!
Seleucids replied to myliverhatesme's topic in Help & Feedback
A different strategy: download the released .zip file then build from there. -
Nice idea. On it !
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Here is something interesting: on extremely OP hardware, the game interface is able to run without lag. So it is not impossible to run the game smoothly, you just need to upgrade your hardware. This is the system usage during a huge fight: The frame rate was between 50fps-80fps. I am using Vulkan + GPU skinning. The operating system is Windows 11 with Atlas OS playbook. On i7-14700, 19% usage means a whole core has been consumed by 0ad. But the detailed load distribution is yet to be seen. (task manager is rubbish) The simulation still lags, but GUI level stutters didn't exist. When other players with weaker hardware are lagging, I just see the units standing stationary and repeating the same animation without the game actually progressing. Tomorrow I will try to install Linux on the same hardware and see if there is a performance difference. It is worth mentioning that in general, boosted Arch kernels allow you to achieve higher average frame rates than any Windows based OS.
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Another update ! kate-overhaul.zip -Blue fields without tall wheat - you can see all of your farming women clearly. No chance for idles.
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I would like to share my user.cfg which makes the game more comfortable to play. This includes fast scrolling and some other optimisations with controls and map view. Many possible configurations are omitted in the settings pages but can be adjusted by editing user.cfg. The most important line is renderactors = "false" The view methods are hidden gems. user.cfg
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Hi, I am also trying to host my own lobby and following the same instructions from @Dunedan https://github.com/0ad/lobby-bots. When I tried to install the mod_ipstamp module, I encounter the errors: After some research, I found that ejabberd.hrl was removed since 1 year ago. What is the current workaround for this? Thanks.
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@MetaPhyZic how you can edit the colours of trees: 1. Go into art/textures/skins/gaia 2. Find all trees_cypress_*.png. they should look purple by default. 3. Open them with gimp or some other drawing software 4. Colour them the colour you want and save Restart 0ad and you should see the trees change colour. The same method can be used to change the colour scheme of other things
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How to edit your suffix and rating in A27: 1. Extract your public.zip where it is, then delete the zipped verison so that 0ad is forced to run on the unzipped public mod. 2. Go into public/gui/gamesetup_mp/gamesetup_mp.js 3. Edit the line which contains Engine.StartNetworkJoinLobby(playername + " ("+ g_UserRating + ") ", hostJID, password); You can replace g_UserRating with arbitrary string (will give you custom rating). You can also add an arbitrary string after the closed bracket (that will give you the suffix).