Jump to content

wraitii

WFG Programming Team
  • Posts

    3.395
  • Joined

  • Last visited

  • Days Won

    75

Everything posted by wraitii

  1. Indeed. TBH I will need more layers, and probably an underlying 'map' layer, then some specific 2D textures for each provinces on top. For now, the drawing capabilities of the GUI are limited, and this is essentially a hack. But with it being 2D, it's not really resource intensive either.
  2. Yeah, it's all sandbox for now. The "plan" is that garrison level on each province would determine difficulty, as well as some overall difficulty setting chosen when starting. Ideally there would be some more game types than just straight up conquest, but I need to actually code those as well
  3. Here is the first 'Release Candidate' of Alpha 25 - Yaunā We've entered Commit Freeze, which means we only now fix Release Blocker issues that we might yet find. As of now, there are 2 pending commits about minor things. We've heard of some OOS reports, so please read the instructions below carefully on how to efficiently report those. Downloads - Current bundles are for SVN revision 25799 Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Increase to elephant & ram turn rates to help movement We've switched the mod key to A25 so the mod downloader will show nothing A number of small UI/code fixes Currently known issues: We have reports of Out of Sync errors: please read below. We have reports of issues with the replay filter, but haven't been able to confirm There are a few others that shouldn't affect play much, see the Milestone for details. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
  4. Hello everyone, I think it's time I reveal a "secret project" I've been working on occasionally: a “Grand Strategy” campaign mod for A25. Because our UI is flexible, and because campaign data is just JSON, we can do quite a lot in terms of modding. My intention here is to do something somewhat similar to Rise of Nations' Conquer the World campaign, though with some twists. The code is over at the github repo: https://github.com/wraitii/0ad_grand_strat . If you want to help out, the easiest is to make PRs or issues over there. The end-game is to merge something back for A26 or later, depending on advancement. As you can see, the mod is currently unfinished: it's technically playable, and some of the core mechanics are there, but it needs a ton of polish and quite a few features (& well, testing) before it's properly done. Though at the moment new core code in 0 A.D. itself isn't necessary, some things might be easier to do there. Screenshots: You can download a .pyromod from GitHub. Changelog:
  5. Mh, I can't reproduce any difference. However the units switch into attack-walk towards the original point, and so might side-tracked en-route. This was actually something I'd explicitly changed in rP22567. IMO it'd be worse to simply ignore enemies while walking there, since you'd get free kills. But I didn't really anticipate that units would stop to capture buildings. I'm not sure it's a release blocker enough to fix it now tbh. You can easily avoid this behaviour: order units to walk somewhere and then queue an attack-order when you're 'in-range' of where you want them to attack. It combines well with the auto-formation feature too. Over shorter distances, it shouldn't make much difference.
  6. I mean, I don't have anything against brute forcing. I just don't want to be the one doing it in this particular case. I could have updated Mainland, wouldn't take too long, but then why not update all the other maps as well? And then it becomes a fair bit more work and it gets tedious - event with some level of automation. This is incorrect however, the different maps show off different biomes.
  7. Nah this one is actually somewhat obvious - the only real blocker is that the animation system can't play two animations at the same time, everything else is there already.
  8. The commit has been made: Yaunā is the name. Thanks everyone for your suggestions, it's been quite hard to find something good for 'Y' in the end, and we chose to remain relatively topical as we did in past alphas. I'll leave this thread open, though close the poll open.
  9. Think I'll edge towards not fixing for A25 indeed. TBH it's a relatively rare situation.
  10. The shadow uses a 2D map of a fixed size for a given quality, so the more you render, the less detail you can have. --- I think we should default to "look good by default, even if it's somewhat slower", and so I would vote towards increasing the default distance to e.g. 500/600. Players that have graphics lag will possibly think of turning down settings, but players that don't might not think of turning them up.
  11. Hey everyone, Bit of a weird topic: @ValihrAnt has reported a bug in A25 that melee cav chasing ranged cav can fail to play their attack sound. The attack goes through, but no sound. See e.g. this gif here: https://code.wildfiregames.com/D4154#177397 As it turns out, the bug is also present in A24. Now, as you can see, if we fix this, chasing becomes less effective. This is a balance change that might have unexpected consequences. So I ask -> should we fix this for A25 or should we wait for A26 & possibly make some corresponding balance changes?
  12. Here is the 3rd (and it's looking likely, final before proper RCs) testing bundle of A25. Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision 25782 Linux data and build MacOS Windows Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Yet more map tweaks (though more minor this time around) New loading tips Better metal generation for the 'best for MP' maps, both for 1v1 and 4v4 (where the problem of too little metal should mostly be fixed) Fix for the issue where units would look near their position, not near the order position when the target resource is full Improvement to autoqueue UI -> more obvious what you're doing. Currently known issues: We have reports of issues with the replay filter, but haven't been able to confirm Big screenshots are broken in the game. There are a few others that shouldn't affect play much, see the Milestone for details. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
  13. I checked and it seems fixed for rally points as well anyways. The issue could also happen when you ordered large groups of units to suddenly gather away from their current position.
  14. Need to confirm this has been fixed for rally points. It's been fixed for manual orders for sure.
  15. Mh, this would make sense actually if you're not in a dev copy & the mod writes data. Edit: seeing how you played this with A24, it's definitely 'expected behaviour'. The issue is that the mod shouldn't be writing data like that tbh, but given it's a hack, meh. I dislike the user mod in general and would probably favour doing things differently, but it's not a 'bug' for now.
  16. Well, letting UnitAI decide on its own is also non-trivial.
  17. Feels like that would be worthwhile now we have a canvas class. Drawing lines seems nice.
  18. Mh, the OOS code is now per-player, so when the OOS player left it should have reset. Maybe there is an issue there. Edit: just did some testing and didn't run into any issue. Not sure what happened to you there :/
  19. Very likely to happen at some point in the future - it's mostly already possible. I'd call that likely to happen. These two are far less likely. They have large pathfinder implications and are actually difficult to implement in a way that makes sense. Projectiles are somewhat bugged out for a number of things. I don't think any of this is likely to come soon. Based on A24 experiences, experimenting too much in any given future alpha is unlikely. If we want to depart from the current gameplay, we'll have to ship two mods. --- IMO one thing we need to do is expand the rosters. It's too limiting that some civs are missing some fundamental unit classes, because it makes a counter system extremely awkward. If all civs had archers and javelineers, for example, we could actually specialise them. But since that's not the case, we're stuck in limbo.
  20. Indeed. Tricky issue, I think it's not new in SP but probably in MP. Made & ticket & a diff: D4154
  21. You mean the melee Cav thta's attacking the retreating camels? It seems to me they're actually hitting, it's only the animation that's cut short.
  22. FYI the current autoqueue will re-use batch training if it's been setup.
×
×
  • Create New...