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Everything posted by Seleucids
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I tried to suppress this error but then more followed: TIMER| RunHardwareDetection: 1.17178 ms Assertion failed: "0 && (L"Can't find a usable technique")" Location: ShaderManager.cpp:267 (LoadTechnique) Call stack: (0x5a793aa8053c) /usr/bin/pyrogenesis(+0x50e53c) [0x5a793aa8053c] (0x5a793aa8aecf) /usr/bin/pyrogenesis(+0x518ecf) [0x5a793aa8aecf] (0x5a793a9b704a) /usr/bin/pyrogenesis(+0x44504a) [0x5a793a9b704a] (0x5a793a87894b) /usr/bin/pyrogenesis(+0x30694b) [0x5a793a87894b] (0x5a793a873cfd) /usr/bin/pyrogenesis(+0x301cfd) [0x5a793a873cfd] (0x5a793a8fc586) /usr/bin/pyrogenesis(+0x38a586) [0x5a793a8fc586] (0x5a793a8fc85d) /usr/bin/pyrogenesis(+0x38a85d) [0x5a793a8fc85d] (0x5a793a853234) /usr/bin/pyrogenesis(+0x2e1234) [0x5a793a853234] (0x5a793a795230) /usr/bin/pyrogenesis(+0x223230) [0x5a793a795230] (0x5a793a93b2ab) /usr/bin/pyrogenesis(+0x3c92ab) [0x5a793a93b2ab] (0x5a793a9193da) /usr/bin/pyrogenesis(+0x3a73da) [0x5a793a9193da] (0x76dc0017082d) /usr/lib/0ad/libAtlasUI.so(+0x14c82d) [0x76dc0017082d] (0x76dc000dbe76) /usr/lib/0ad/libAtlasUI.so(+0xb7e76) [0x76dc000dbe76] (0x76dbd1ce6192) /usr/lib/libwx_baseu-3.2.so.0(_Z7wxEntryRiPPw+0xa2) [0x76dbd1ce6192] (0x76dc000d738e) /usr/lib/0ad/libAtlasUI.so(Atlas_StartWindow+0xde) [0x76dc000d738e] (0x5a793aa4b646) /usr/bin/pyrogenesis(+0x4d9646) [0x5a793aa4b646] errno = 0 (No error reported here) OS error = ? ShaderManager.cpp(267): Assertion failed: "0 && (L"Can't find a usable technique")" ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'foreground_overlay' ERROR: Failed to load effect 'foreground_overlay' ERROR: Failed to load effect 'overlay_solid' ERROR: Failed to load effect 'overlay_solid' TIMER| InitRenderer: 1.7382 s TIMER| ps_console: 2.98113 ms TIMER| ps_lang_hotkeys: 3.96113 ms ERROR: Failed to load effect 'los_interp' ERROR: Failed to load SmoothLOS shader, disabling. ERROR: Failed to load effect 'minimap' GAME STARTED, ALL INIT COMPLETE Assertion failed: "g_RenderingOptions.GetRenderPath() != RenderPath::FIXED" Location: SceneRenderer.cpp:246 (ReloadShaders) Call stack: (0x5a793aa8053c) /usr/bin/pyrogenesis(+0x50e53c) [0x5a793aa8053c] (0x5a793aa8aecf) /usr/bin/pyrogenesis(+0x518ecf) [0x5a793aa8aecf] (0x5a793a9b704a) /usr/bin/pyrogenesis(+0x44504a) [0x5a793a9b704a] (0x5a793a859226) /usr/bin/pyrogenesis(+0x2e7226) [0x5a793a859226] (0x5a793a859408) /usr/bin/pyrogenesis(+0x2e7408) [0x5a793a859408] (0x5a793a85967f) /usr/bin/pyrogenesis(+0x2e767f) [0x5a793a85967f] (0x5a793a84fc33) /usr/bin/pyrogenesis(+0x2ddc33) [0x5a793a84fc33] (0x5a793a91d44c) /usr/bin/pyrogenesis(+0x3ab44c) [0x5a793a91d44c] (0x5a793a9354b1) /usr/bin/pyrogenesis(+0x3c34b1) [0x5a793a9354b1] (0x76dc001303f2) /usr/lib/0ad/libAtlasUI.so(+0x10c3f2) [0x76dc001303f2] (0x76dbd1d5c43f) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler23ProcessEventIfMatchesIdERK21wxEventTableEntryBasePS_R7wxEvent+0x7f) [0x76dbd1d5c43f] (0x76dbd1d5c7c4) /usr/lib/libwx_baseu-3.2.so.0(_ZN16wxEventHashTable11HandleEventER7wxEventP12wxEvtHandler+0xf4) [0x76dbd1d5c7c4] (0x76dbd1d5f198) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler11TryHereOnlyER7wxEvent+0x58) [0x76dbd1d5f198] (0x76dbd1d5f220) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler19ProcessEventLocallyER7wxEvent+0x30) [0x76dbd1d5f220] (0x76dbd1d5f33b) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler12ProcessEventER7wxEvent+0xeb) [0x76dbd1d5f33b] (0x76dbd1d5f6f2) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler18SafelyProcessEventER7wxEvent+0x12) [0x76dbd1d5f6f2] errno = 0 (No error reported here) OS error = ? SceneRenderer.cpp(246): Assertion failed: "g_RenderingOptions.GetRenderPath() != RenderPath::FIXED" ERROR: Failed to load effect 'minimap' /usr/bin/0ad: line 9: 3167 Segmentation fault (core dumped) "$pyrogenesis" "$@"
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The atlas editor crashes on opening with the following errror: Sound: AlcInit success, using OpenAL Soft ERROR: Failed to load GLX functions. FILES| UserReport written to '/home/rena/.config/0ad/logs/userreport_hwdetect.txt' TIMER| RunHardwareDetection: 1.23058 ms Assertion failed: "0 && (L"Can't find a usable technique")" Location: ShaderManager.cpp:267 (LoadTechnique) Call stack: (0x5a1f0a85353c) /usr/bin/pyrogenesis(+0x50e53c) [0x5a1f0a85353c] (0x5a1f0a85decf) /usr/bin/pyrogenesis(+0x518ecf) [0x5a1f0a85decf] (0x5a1f0a78a04a) /usr/bin/pyrogenesis(+0x44504a) [0x5a1f0a78a04a] (0x5a1f0a64b94b) /usr/bin/pyrogenesis(+0x30694b) [0x5a1f0a64b94b] (0x5a1f0a646cfd) /usr/bin/pyrogenesis(+0x301cfd) [0x5a1f0a646cfd] (0x5a1f0a6cf586) /usr/bin/pyrogenesis(+0x38a586) [0x5a1f0a6cf586] (0x5a1f0a6cf85d) /usr/bin/pyrogenesis(+0x38a85d) [0x5a1f0a6cf85d] (0x5a1f0a626234) /usr/bin/pyrogenesis(+0x2e1234) [0x5a1f0a626234] (0x5a1f0a568230) /usr/bin/pyrogenesis(+0x223230) [0x5a1f0a568230] (0x5a1f0a70e2ab) /usr/bin/pyrogenesis(+0x3c92ab) [0x5a1f0a70e2ab] (0x5a1f0a6ec3da) /usr/bin/pyrogenesis(+0x3a73da) [0x5a1f0a6ec3da] (0x7a772437082d) /usr/lib/0ad/libAtlasUI.so(+0x14c82d) [0x7a772437082d] (0x7a77242dbe76) /usr/lib/0ad/libAtlasUI.so(+0xb7e76) [0x7a77242dbe76] (0x7a76f50e6192) /usr/lib/libwx_baseu-3.2.so.0(_Z7wxEntryRiPPw+0xa2) [0x7a76f50e6192] (0x7a77242d738e) /usr/lib/0ad/libAtlasUI.so(Atlas_StartWindow+0xde) [0x7a77242d738e] (0x5a1f0a81e646) /usr/bin/pyrogenesis(+0x4d9646) [0x5a1f0a81e646] errno = 0 (No error reported here) OS error = ?
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This error spam occured in the middle of a TG. There was a lot of action and a lot of pathfinding happening at the time. Cavalry going through forests etc. ERROR: Error in timer on entity 17694, IID7, function RepeatRangeCheck: TypeError: this.template[type] is undefined Attack.prototype.GetRange@simulation/components/Attack.js:450:12 UnitAI.prototype.GetRange@simulation/components/UnitAI.js:6272:19 UnitAI.prototype.MoveToTargetRange@simulation/components/UnitAI.js:4741:19 UnitAI.prototype.MoveToTargetAttackRange@simulation/components/UnitAI.js:4773:15 enter@simulation/components/UnitAI.js:2321:16 FSM.prototype.SwitchToNextState@globalscripts/FSM.js:366:14 FSM.prototype.ProcessMessage@globalscripts/FSM.js:274:8 UnitAI.prototype.ProcessMessage@simulation/components/UnitAI.js:4385:15 Attack.prototype.StopAttacking@simulation/components/Attack.js:566:14 Attack.prototype.RepeatRangeCheck@simulation/components/Attack.js:468:8 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 The game was able to resume with no other visible problems. interestinglog.html
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@Stockfish
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This is exactly what we want - a counter unit. Even at 5x bonus, the spearman would still take some heavy damage because of the insane damage values from the champ cav. it would make the champion cav sufficiently weak in a fight against other unit types, so the op problem is solved. If all you can do is have a lot of champions running around but not take fights, then players will be discouraged from champ spam. but this is still not as good as just moving them to a fort or a special building only.
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This is another idea for those who do want to keep spamming champions. For example we can let melee inf have a 5x counter against melee champ cav. Or we can introduce a new formation which gives some additional resistance against champ cav attacks. The Roman anti-cav formation is a good place to start.
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which is good. You can still train champions from fortress non-stop and it would actually make the fort an useful production building instead of a pure Sentry Tower ProMax++. We have separated out the siege workshop and the elephant stables so we will still see more champs than A23, but no champ spam. Champions will be truely noble units that are cherished and valued instead of being used as meatshields. They will also be possible to counter for the given structure tree.
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It has been tested and proven that having <5 very strong units is never a problem and is a fun addition to the boring cs spam. but the number is always the problem. The hero is incredibly strong as an unit but nobody complains, because it is alone. The same applied for fire Cav in A25 and spear champ now. 5 ultra op spear cav can't completely break the game but 40 just slightly above-average merc sword cav broke A25
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This was exactly what we had back in a23 and also what I have been suggesting all the time. Borg has it in the right direction. The champion spam problem didn't exist before A25 because of the production building limit.
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Oh no pls don't add it to A28 You can mod in whatever way you want, but adding to the base game is a different story. Firstly who will make the patch and whether the patch will be approved is another story. Secondly this feature, if activated accidentally, can be disastrous. Tests have shown that my own micro is better than this selectionbox targeting even though I would have to click hundreds of times.
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How to boom with the Persians! The late game was not worth showing, but the boom was epic. Another match featuring Tom 0AD and JagsusIndia talking in the background:
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Not risky at all if you know what you are doing. If you want dual boot, install Windows first, then shrink up your disk partition in "create and format partitions" tool, then install Linux on the freed disk sectors. This is because the handicapped Windows installer cannot create and resize disk partitions without destroying everything... Regarding the choice of Linux distribution, LInux Mint is a beginner friendly OS but its 0ad package is outdated, you will either get A26 or need some long-winded way to get the latest release. That's why I recommended Endeavour OS, as it uses pacman and is always giving you the latest updates. It's totally up to you.
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Yes please help me with it
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Improving Roman Testudo formation
Seleucids replied to Barcodes's topic in Game Development & Technical Discussion
No no no Slings are Not Op. The problem is, every civ is lacking some vital units. Romans lack long ranged units, so anybody with long range units can exploit their weakness by sniping. On the other hand , the archer civs have only long range but no DPS so they crumble despite sniping. I had Ptolemies (especially) and Brits in mind. The ptols can delay the Romans with their pikes, then the slings can just snipe all Javs. Romans have 0 chance. They can't run from the slings. Seleucids will lose all with KD 0.2 against ptolemies if sniped. Brits and Persians can also snipe Javs with slings. The testudo formation does not prevent your from being sniped. If you play Vs Petra then you are safe. Petra cannot snipe -
Seems like it's not. Windows 7 is a dead OS of the past. My sincere recommendation is to install an easy Linux distribution, e.g Endeavour OS. Wipe out your old hard drive and you will see so much performance improvement. 0ad also has no problems on it. If you are a hardcore windows fan, install win11 then inject atlas os into it.
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Improving Roman Testudo formation
Seleucids replied to Barcodes's topic in Game Development & Technical Discussion
On paper yes, but no archers and no slingers = you will get sniped and loose all in seconds -
But the trees, the berries, the hunt... Can't see unless I replace their meshes and skins with some GUI mod Too much messy grass on the ground... Need GUI mod to clean it up! thats what GUI mods are for. Idk why automation is a part of this. Automation mechanisms will touch simulation so it's not a pure GUI mod anymore
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This I cannot be sure. But personally I enjoyed A23 singleplayer the most, because back then, the AI games were sufficiently difficult and strategically interesting due to different mechanics. Furthermore, it had the biggest variety of mods available. A25 is of a more modern style, very similar to what you have in A27 right now. You can first try A25 then move back to A23; there are many interesting mods available for both versions. I think this has existed for longer than I have been player, probably one of the very early alphas. But before A25, the blacksmith (forge) upgrades were less prominent due to cost and limited efficiency. Infantry and cavalry had separate upgrades and nobody bothered to research everything. Maybe try A23 or A22.
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You should try Leif's historical rebalance mod! Link to github attached in video description:
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Vous pouvez les télécharger ici: http://releases.wildfiregames.com/
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Kill counts are stacking up! 1511 kills on Pyrenean Sierra:
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In A27, any sane player won't rush you before your cavalry finishes the chickens (2:30), so you can do scouting with your cav afterwards. If you are up against Romans. Macedon or Han then you need to beware of the starting with 3 melee cavs strat. But the damage of this kind of suicidal attacks is limited and it can be defended quite easily.
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AI bot spam on the forum
Seleucids replied to Deicide4u's topic in Introductions & Off-Topic Discussion
There are no bots, only humans posters. There is an industry where humans are paid to spam post forums and group chats with advertisements of products. This is exactly the nature of the spams: they always advertise merchandise. Therefore, all anti-bot measures will be completely ineffective. We should find ways to limit the number of accounts each human can make. -
TG with 1100+ kills and 4600 kills from both teams! OP play from @king reza the great, also 1000+ kills. Many thanks to @0 calories for helping me at key moments and delaying enemy progress. The average killcount per player is 580 ! This provides an answer to the eternal question: is reza-math 2000? This is the kind of games that makes the community's efforts worthwhile !