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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. 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.
  2. FYI the current autoqueue will re-use batch training if it's been setup.
  3. I've updated my diff https://code.wildfiregames.com/D4148, it makes essentially 2 changes to the Best for MP maps: On 1v1 small, same amount of metal but slightly more mines on the map to avoid situations where you have _nothing_. On 4v4 medium, expected metal goes from 90K or so to 140K. That's still less per player than you'd get in a 1v1, but it's a _lot_ more. I expect this will make 4v4 more playable overall. Planning to merge soon.
  4. I think 2 metal mines at the start is a rather boring solution. I've made a diff fore more/better mine layout, please test on Mainland: D4148
  5. I've always wanted to make a 'football' / soccer mod where you control units individually. But it'd take a lot of time.
  6. The "slightly worse than normal" is intended because for competitive RTS play, APM is usually viewed as a skill & it's desirable to have some things that are APM-dependent. IMO, being able to click buttons faster should give you a small edge, but not enough of an edge that you can just walk over people that have better game sense. I think we want slightly less APM-intensiveness than Age 2, but 0 would mean making 0 A.D. a turn based strategy game. --- That being said, the queue thing might have to go, because it's resulting in somewhat unexpected/buggy behaviour. We'll see what we do.
  7. Here is the 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 25760 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: Balance changes: army camp, elephant archers An issue with minimap buttons was fixed RM biomes have been further refined An issue where units would overlap was fixed The formation speed glitch was fixed The 'infinite hero' bug from autoqueue was fixed. Currently known issues: The replay filter in the replay menu appears to have some issues 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.
  8. You can see the differential ID in the commit: http://code.wildfiregames.com/D2494. It's quite a long discussion. Now I'm not sure about siege towers, but bolt shooters are currently supposed to be 'sniper' units, so not walls destroyers (those are the stone throwers), thus no crush damage.
  9. As discussed on the diff, the idea is that auto train is slightly worse than manually training, because it uses slightly more resources at any given time. That being said, I do agree that the current diff is insufficient, since you can't easily do something custom and let the autoqueue resume its work.
  10. Unfortunately at the moment we don't really separate the paths by version, except for replays. So my recommendation would be to make a copy of the A24 data. The config file should for the most part be compatible, but the default match settings might not be.
  11. This is on purpose to not make it OP. Valihrant seems unconcerned with them, feel free to voice your opinion at D3599
  12. The bundle is now available: https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/
  13. I think we're going to go with Yauna - still a few days for a late change of heart on our end, but it's looking unlikely. See reasoning at https://code.wildfiregames.com/D4130 I do agree that the naming scheme is getting quite awkward - That being said, we've got only 2 letters left, and I feel it's natural to finish what we started. We'll see what we do once Z rolls over, as names in AA are unlikely
  14. I would suggest two: one that they can start looking (but where we're explicit that further changes might be necessary) and one where we say it's String Freeze, go crazy. At the very least, the first one could tell them that they might need to clear a few hours in their schedule in the upcoming works. Certainly did not help I mean this is more or less what we're doing, but the fear is that people might mistake test bundles for actual alpha bundles (which have been tested), and then report bugs after-the-fact, which will simply waste everyone's time. Likewise, someone who doesn't know the game might get the impression that it's buggy, when they in fact just downloaded an alpha of the alpha. We're definitely going for a more porous definition than that, but it's partly because 'release blocker' is very arbitrary anyways. The plan is a minimum of 1 week, but 2 is more likely. Unfortunately, we have some pressure to move forward as we're stuck with a single SVN branch.
  15. Note also that you can disable the 'Pushing' behaviour on an individual template basis by adding "<DisablePushing>true</DisablePushing>" to the UnitMotion component of the template. Depending on player feedback, we might do it for rams/eles & possibly ships. Edit: though I wasn't particularly aware this was possible in A24, which you seem to suggest? If so, A25 might actually help a bit, though there will be more overlap in general, it should be smaller overlap.
  16. Can have a few sources, but the problem is twofold: - Unit pushing allows some overlap, though units in the same spot should push each other away in A25 (may/may not mitigate this) - The rams are much bigger than their actual pathfinding size. You can play with the settings in pathfinder.xml, but unfortunately increasing clearance doesn't work that well.
  17. Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 25 (name to come). 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 25741 (See below for updated bundles) 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. Currently known issues: As reported by Valihrant and experience by wow, there is a weird issue where units in formation get 'stuck' in running speed. This will be fixed, but it's not yet in this version. Groups of 2 units can overlap. This will also be fixed, and doesn't happen with more than 2 units, it's a simple configuration issue. The replay filter in the replay menu appears to have some issues There are a few others that shouldn't affect play much, see the Milestone for details. Big screenshots are broken in the game. 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.
  18. For the particular case of A25 we're going to be providing test bundles soon (1-2 days at most)
  19. Yeah, most of the replacement appear to not support SVN and I would expect that dropping SVN would be on the horizon regardless. If that happens, we would need to migrate anyways, so it's looking likely we should start looking at really doing that.
  20. The RM scripts sometimes contain a lot of logic to avoid these issues, but it remains tricky.
  21. I think it's likely you didn't recompile? I should have specified this was necessary. Now there has been an auto build, so you should be able to tweak things. It is definitely working for me, see the following comparison screenshots. This is 2 groups of 100 units crossing each other's path at 0 extension, 2.5 extension, 5 extension, and then at 2.5 with lower MinPushing factors. This is ordering these 200 units to go somewhere at 0/2.5/5 Edit -> BTW, you can 'hotload' your changes by quick saving and quick loading.
  22. Good news still on this front: I've increased the flexibility of the system so you can play with 3 more settings, and fixed an issue so it's possible to have units push each other more, so things should death ball _less_. See https://code.wildfiregames.com/D4098 which I've merged. I'll still take player input during Feature Freeze, but I expect these new settings will be overall more satisfactory.
  23. https://code.wildfiregames.com/D4097
  24. Less but not none, because moving units can't cross through non-moving units, so chokepoint can remain relatively crowded and ultimately impassable. And their ability to be turtled and ranged by more units remain Also, conversely, artificial choke points because of bad pathfinding feel terrible. That is a good point, but the mosh pit design that we had already made this somewhat difficult. --- Overall, I agree that the pushing feature can and should ideally be tweaked and improved, but I believe the good offsets the bad. We'll see how people feel in testing.
  25. Both Turn ½ OOS are probably explained by different revisions, as the "mainland" map had been edited on July 4. I fully reproduce Yekaterina's commands.txt using rP25682. However, I found and fixed a potential OOS on rejoin this morning, so that might still explain the 6K turn OOS.
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