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wraitii

WFG Programming Team
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Posts posted by wraitii

  1. 14 minutes ago, smiley said:

    I assume the provinces are individual textures and you are storing the coordinates to properly arrange them?

    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.

    • Like 2
  2. 1 minute ago, Yekaterina said:

    Ok I had a go. Are all of the AIs equally difficult? I managed to defeat the Dacians (Persians) with no loss at all.

    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 :P

     

  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

    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)

    1. Launch a random game
    2. Launch a skirmish.
    3. Connect to the lobby
    4. Play on the lobby with someone
    5. Launch Atlas and try things out there
    6. Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios)
    7. Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab
    8. Connect to and use mod.io
    9. Test replaying new games
    10. Test Screenshots (F2)
    11. Test Big Screenshots (Maj+F2)
    12. Test hotkeys
    13. Test Saving and loading a game.
    14. Test Quickload/Quicksave

    And of course playing games.

    • Like 3
    • Thanks 2
  4. 3 hours ago, chrstgtr said:

    I noticed the stop in place if the targeted unit is killed no longer occurs in a25. But a similar stop occurs when a building's foundations are destroyed or if the targeted unit garrisions.  

    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.

  5. 5 hours ago, wowgetoffyourcellphone said:

    "This removes the fancy mainland biome switch because it was the only map to do that and we lack the tools to automate it."
    Wow looks at all the brute force work he's done without the benefit of automating anything because he is dumb at writing scripts... 

    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.

    6 hours ago, Palaiologos said:

    Every other map under the 'Recommended for Multiplayer' remains as the Subalpine image.

    This is incorrect however, the different maps show off different biomes.

  6. 7 hours ago, wowgetoffyourcellphone said:

    Ultimate solution would be to add move-attack (attack while moving; sword cav swings his sword while his horse is still chasing), but that may be one of those features no one knows how to implement.

    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.

    • Thanks 1
  7. 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.

    • Like 1
  8. 6 minutes ago, Salesome said:

    Just one question - in which way does the shadow cutoff influence shadow quality? These are two different options that can be set independently...

    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.

     

    • Like 1
  9. 6 hours ago, wowgetoffyourcellphone said:

    Maybe adding territory lines was a mistake that ruined the 2009 meta and cheesed someone off so much they complained about it nonstop on the forums. Difference is, those people used to be ignored.

    Let's not romanticise the past too much: you've removed Citizen Soldiers from DE.

    On 12/6/2021 at 1:29 AM, wowgetoffyourcellphone said:

    Game changing=battalions, merc camps, charging/trampling, greater hero integration/abilities.

    I'm a bit surprised you didn't add realistic ship movement to the list, then we'd have had the perfect trifecta of features people want but nobody know how to implement :P

    9 hours ago, wowgetoffyourcellphone said:

    Taken in that context, the last several alphas have been incremental.

    Depending on what you care about, alphas have been incremental since Alpha 10 (techs/phases), 14 (infinite farms, exp armor), Alpha 15 (auras), 17 (actual FoW) or 19 (capturing) - that's 2015. I would actually say A24 had the best new feature since A17 in building snapping, and map flares could be called the most significant change since A17 and I wouldn't complain much. Honestly the game has played overall the same since phases were introduced. Well. I guess I did see you complain since then.

    And sure, we used to introduce a lot of civs, but none of them introduced new gameplay. They mostly just introduced new OP/UP units. Having fewer civs would be less cool, but not necessarily less fun.

    ----

    Now for my part, yes, I've definitely been focusing on improving the current gameplay over introducing new changes. It's easier, because I have people that give feedback. It's easier, because I don't have to code actual new features. And most importantly, it's easier because I don't have to get consensus to make the move.
    But it's not a bad thing to improve what we have now, and it's a little annoying reading people just **** on the MP players as if they don't have a legitimate right to enjoy the game as well.
    On the flip-side, MP players must understand that not everyone plays on the lobby, and that no, the current state of 0 A.D. is not necessarily the end-state of 0 A.D. The SP section of the game is just dire of content, and thus interest to an extent. And yes, it's quite possible that a better game exists with features that change the actual play mechanics. The future will tell. You might even not enjoy it. Who knows.

    ----

    Now, this has all been rather off-topic and somewhat uncivil, so I'll ask that people discuss this elsewhere (perhaps the 'suggestions for A27-30' thread) or I'll just move the posts myself.

    • Like 2
  10. 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?

  11. 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

    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)

    1. Launch a random game
    2. Launch a skirmish.
    3. Connect to the lobby
    4. Play on the lobby with someone
    5. Launch Atlas and try things out there
    6. Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios)
    7. Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab
    8. Connect to and use mod.io
    9. Test replaying new games
    10. Test Screenshots (F2)
    11. Test Big Screenshots (Maj+F2)
    12. Test hotkeys
    13. Test Saving and loading a game.
    14. Test Quickload/Quicksave

    And of course playing games.

    • Like 1
  12. 17 minutes ago, chrstgtr said:

    It is a problem because instead of having units walk to the forest where I have a storehouse units will spawn from the CC and walk to the tree that is closest to the CC, which may or may not be close at to other units, storehouses, etc. Instead they should walk to where I ordered them and then find a replacement tree. It appears this has already been fixed, though.

    Need to confirm this has been fixed for rally points. It's been fixed for manual orders for sure.

  13. 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.

    • Like 1
  14. 10 minutes ago, ChronA said:

    I think you are going to make life much more difficult for yourself if you insist on making this feature player controlled. You will have to have a whole discussion about key-binding conflicts, and some people are going to complain about having to do extra micro to optimize their units' combat performance.

    However the mechanic can be supported with minimal new coding and discussion, provided the unit ai is the one deciding which weapon to use.

    Well, letting UnitAI decide on its own is also non-trivial.

     

  15. 30 minutes ago, ValihrAnt said:

    More specifically, we had an initail oos due to someone with a different revision joining but the weird thing was that after he left and we resumed the game we immediately had another oos with no player listed and the game freezing immediately after, which meant that we had to start a new match. Don't have the oos dump anymore as we had another oos in the next game and I didn't think to back it up, so I don't know how much can be done about it or if it is any important to fix as it seems quite rare, specific and hard to replicate.

    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 :/ 

  16. 2 hours ago, ChronA said:

    Basic multi-weapon support

    Very likely to happen at some point in the future - it's mostly already possible.

    Quote

    Directional armor system

    I'd call that likely to happen.

    Quote

    Infantry and cavalry charging in to attack
    Cavalry acceleration and momentum

    These two are far less likely. They have large pathfinder implications and are actually difficult to implement in a way that makes sense.

    Quote

    Expanded projectile simulation options - accuracy override, damage falloff, and ballistic occlusion like BreakfastBurrito_007 suggested (if that is technically feasible)

    Projectiles are somewhat bugged out for a number of things. I don't think any of this is likely to come soon.

    Quote

    For alpha 27-29, take the best new mechanics that come out of alpha 26's experiments and incorporate them into EA. Naturally, this will require an extensive balance readjustment to compensate for new unit capabilities and emergent interactions that were not accounted for previously.

    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.

     

    • Like 2
  17. One thing to note is that it's useful to actually test out the features, even if relatively unremarkable ways. The barracks XP trickle and poison / fire are mostly intended like that to me, theu're not game-changers, but they help us notice if we break these features.

    19 minutes ago, chrstgtr said:

    One of my biggest complaints about 0AD development is that, at times (but primarily in the past), it feels like there are large changes made just for the sake of adding something "new" instead of trying to perfect the good features that already exist.

    I think this mostly stems from the fact that many people don't want the game to end up as a perfected version of what we have now. If one is dissatisfied with the current gameplay on some fundamental level, one will try to change it instead of just doing incremental improvements.

    • Like 4
  18. 1 hour ago, ValihrAnt said:

    Yep. I didn't go to replays to check if they actually hit as we were right about to start the next game but the lack of sound and the cut short anim put me off there. Would be nice if just atleast the sound played as then you'd have confirmation that something did happen with the attack despite the animation being cut in half.

    Indeed. Tricky issue, I think it's not new in SP but probably in MP. Made & ticket & a diff: D4154

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