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  1. PudimTranslate — tradução de chat para 0 A.D. Clique em uma mensagem de chat para traduzir. Clique novamente para recuperar o original. Funciona em uma partida, em o lobby multiplayer e a tela de configuração da partida. Qualquer linguagem, em ambas as direções, sem nada para configurar. Você nunca escolhe um par de idiomas: O que foi escrito é detectado automaticamente. Inglês, espanhol, alemão, russo, chinês, Português — não importa, e não precisa ser o mesmo idioma duas vezes seguidas. A Sala onde três pessoas digitam em três idiomas diferentes simplesmente funciona. O que você recebe de volta é a linguagem em que seu 0 A.D. está instalado. Tocar em espanhol dá vocês espanhóis; jogar em polonês te dá polonês. O mod lê o local do jogo próprio, então existe Nenhuma configuração para encontrar e nada para manter sincronizado. Feito para jogadores que querem jogar multiplayer sem ficarem bloqueados na conversa. ⚠️ Leia isso primeiro: o tradutor deve estar rodando antes do jogo Tradução precisa de um pequeno programa complementar. Comece antes de abrir 0 A.D., toda vez. Isso não é uma preferência de estilo — é como o jogo funciona. 0 A.D. indexa suas pastas de dados uma vez, em inicialização, e nunca percebe arquivos que aparecem depois. Se o tradutor ainda não estiver em execução Quando o jogo começa, ele não consegue ver a ponte e nada vai ser traduzido para isso Sessão inteira. Fechar e reabrir 0 A.D. resolve isso. Então não lance 0 A.D. da forma usual. Inicie com ferramentas/Play0AD.bat (ou no Linux e macOS), o que inicia o Tradutor, espera a ponte estar pronta, abre o jogo e desliga o tradutor quando você Desiste. Um clique, ordem certa, nada para lembrar.tools/Play0AD.sh Na primeira vez que você executa, Play0AD.bat cria um atalho de tradutor 0 A.D. no seu desktop, carregando o ícone 0 A.D. para que fique reconhecível ao lado do próprio atalho do jogo. Use a partir daí no lugar do seu atalho normal 0 A.D., e você terminou — um clique inicia tudo no Ordem certa. O arquivo em si sempre mostrará o ícone simples do script do Windows. Isso não é algo que um mod pode mudar: o Windows tira um ícone do tipo de arquivo, não do arquivo, então é apenas um atalho Pode carregar um personalizado. É exatamente por isso que o atalho foi criado para você..bat.bat Tanto o atalho quanto o lançador determinam onde o 0 A.D. está instalado sozinhos — eles olham no locais habituais de instalação, nas bibliotecas do Steam, e finalmente lendo o destino do Menu Iniciar Atalho que o instalador deixou para trás. O caminho encontrado é lembrado em , a seguir para os scripts, então a busca acontece apenas uma vez. Esse arquivo é específico de cada máquina e é propositalmente Fica fora do repositório, para que ninguém herde o caminho de instalação de outra pessoa. Se o jogo estiver em algum lugar incomum e a busca falha, execute uma vez com o caminho e a partir daí é lembrada:tools/caminho_do_jogo.txt powershell -File tools\Play0AD.ps1 -Jogo "C:\your\path\to\pyrogenesis.exe" Se preferir manter os dois separados, corra, deixe a janela aberta e apenas então abra o 0 A.D. você mesmo.tools/PudimTradutor.bat Installation Download the repository (Code → Download ZIP, or ) and put the folder inside your 0 A.D. directory:git clonePudimTranslatemods System Path Windows %APPDATA%\0ad\mods\ — or Documents\My Games\0ad\mods\ Linux ~/.local/share/0ad/mods/ macOS ~/Library/Application Support/0ad/mods/ If you are unsure, the game's own reference is at https://trac.wildfiregames.com/wiki/GameDataPaths. The folder must sit directly inside , so that exists — a common mistake is ending up with .mods/mods/PudimTranslate/mod.jsonmods/PudimTranslate/PudimTranslate/ Then open 0 A.D., go to Settings → Mod Selection, pick PudimTranslate, click Enable, then Save Configuration and Start Mods. Nothing to install, on any system. The companion program exists twice — once in PowerShell, once in Python — and the launcher picks whichever your machine already has. That is not accidental duplication: the native coverage is complementary. System Launcher Uses Already installed? Windows tools\Play0AD.bat Windows PowerShell Yes, ships with Windows 10 and 11 Linux tools/Play0AD.sh Python 3 Yes, in practically every distribution macOS tools/Play0AD.sh Python 3 Yes, with the command line tools Each launcher falls back to the other runtime if the preferred one is missing. On Windows the calls PowerShell with , which applies to that one call and changes no system setting. On Linux and macOS, give the permission to run once with ..bat-ExecutionPolicy Bypass.shchmod +x tools/Play0AD.sh The desktop shortcut is a Windows convenience and is simply skipped elsewhere. To update, replace the folder with the newer version and restart the game. How to translate a message Click the message. That is the whole thing. There is no button to find and no menu to open — the line of text is the button. The screenshots below happen to show English being turned into Portuguese, because that is the author's setup — but nothing in them is specific to that pair. In the multiplayer lobby, someone says hello in a language you do not read: Clique nessa linha e ela retorna no seu idioma, em verde, para que você possa ver de relance o que foi Traduzido e o que ainda está como foi escrito: Clique novamente para recuperar o original. Nada está perdido. Funciona da mesma forma na tela de preparação da partida, onde a maior parte das conversas acontece antes do jogo. Aqui um Toda a conversa é em um idioma estrangeiro: Clique em qualquer linha que quiser. Cada um é independente, então você pode traduzir apenas o que lhe interessa: Em uma partida, é o mesmo gesto: clique na linha de chat na tela. Lá, a linha também transporta um dica de ferramenta, então passar o mouse por uma mensagem traduzida mostra a redação original sem voltar atrás. Algumas coisas que valem a pena saber: Enquanto uma frase está sendo buscada, a linha mostra traduzindo.... Geralmente dura um piscar de olhos. Se disser que o tradutor está desligado, você abriu o jogo sem o tradutor rodando. Fechar 0 d.C., Inicie com o atalho da área de trabalho e tente novamente. Avisos do sistema ("== Alguém entrou.") não fazem nada quando clicados, de propósito: 0 A.D. já mostra Essas estão no seu próprio idioma, então não há nada para traduzir. Uma frase já traduzida uma vez é livre para sempre — ela fica armazenada em cache no disco, então repetições como gg ou well played nunca mais chegam à rede. Não quer clicar de jeito nenhum? Defina para na configuração do usuário e todo A mensagem recebida é traduzida conforme chega. Isso se aplica apenas dentro de uma partida — no lobby e Na tela de configuração da partida, você ainda clica nas mensagens que quiser.pudimtranslate.autotrue Neither language is ever configured. The one you read is taken from your 0 A.D. install, and the one that was written is detected from the message itself — see the top of this page. Is it working? The translator opens in a window of its own and prints what it does. A healthy start looks like this, and a translated phrase shows up as a line (what was said) followed by a line (what came back):>< PudimTranslate - tradutor de chat pasta do jogo : D:\Documents\My Games\0ad ponte : D:\Documents\My Games\0ad\saves\campaigns idioma destino: pt (o jogo pode pedir outro) cache : 12 frase(s) ja conhecidas traduzindo para: pt > attack blue from the north, i need help < ataque o azul do norte, preciso de ajuda Leave that window open while you play. Closing it stops translation; the game keeps running. Two other lines are worth recognising: ! Google limitou o ritmo (429). Pausando 5s. . aguardando o limite do Google passar (5s) That is Google rate-limiting your address, not a fault in the mod — see The translator is running but nothing gets translated below. When something goes wrong The message says the translator is off. The game was opened before the translator was running. This is the one failure that cannot fix itself mid-session: 0 A.D. indexes its data folders once at startup, so if the bridge was not there at that moment, it stays invisible for the whole session. Close 0 A.D. and open it again with the desktop shortcut. The translator is running but nothing gets translated. Look for in its window. The translation endpoint is free and undocumented, and it rate-limits by IP address; when it decides you asked for too much it answers and keeps refusing for a while.429HTTP Error 429: Too Many Requests The translator now backs off on its own — five seconds at first, doubling on each refusal, up to five minutes — and it makes no network call at all while it waits. A single successful translation resets the wait, so one bad moment does not slow down the rest of the session. There is nothing to fix on your side: the block belongs to Google and expires by itself. Just leave the window open. What you should not do is restart the translator over and over — every attempt during a block is what keeps the block alive. The translator window flashes and disappears. Something in it failed. Run on its own — the window stays open and shows the error instead of vanishing.tools/PudimTradutor.bat Nada acontece quando você clica em uma mensagem. Se a linha for um aviso de sistema (), Isso é deliberado — o jogo já mostra essas coisas no seu idioma. Para qualquer outra coisa, verifique se A janela do tradutor ainda está aberta.== Someone joined Vermelho CVFSFile ... não podiam ser abertas linhas na tela. Corrigido — mas apenas para tradutor versões a partir de 19 de agosto de 2026, então atualize se ainda vir isso. O tradutor costumava Publique cada resposta escrevendo um arquivo temporário e renomeando-o sobre o antigo. Esse é o livro didático forma de evitar uma leitura pela metade, mas ele substitui a entrada do diretório, e o 0 A.D. armazena em cache esses de Quando indexava a pasta: a entrada então apontava para um arquivo que não existia mais. Desde que todo A resposta é preenchida para o mesmo tamanho, agora é reescrita no lugar, então o arquivo indexado permanece O mesmo arquivo.tools/ Você atualizou o mod e nada mudou. 0 A.D. carrega scripts de mods apenas quando começa. Feche o Jogo completamente e abra de novo. O mesmo se aplica a: é lido uma vez em Inicialização, então feche a janela do tradutor e reabra depois da atualização.tools/pudim_tradutor.py O atalho da área de trabalho aponta para algum lugar parado depois de mover a pasta do mod. Execute o lançador uma vez a partir de sua nova localização e o atalho corrige seu próprio alvo. Por que um programa complementar afinal Não há como evitar: o motor de script GUI com 0 AD não tem HTTP — não, nem XHR. O apenas redes expostas a scripts são o lobby XMPP e mod.io, ambos em C++. Um mod simplesmente não pode Ligue para um serviço de tradução.fetch O que um mod pode fazer é ler e gravar arquivos. Então o moderador escreve a frase em um arquivo, o companion o programa traduz e escreve a resposta de volta: mod --writes--> saves/campaigns/pudim_tr_req.json --reads--> PudimTradutor.ps1 --HTTP--> Google mod <---reads-- saves/campaigns/pudim_tr_res.json <--writes-------' Sem chave de API e sem cadastro: ele chama o mesmo endpoint gratuito que a página translate.google.com usa. As traduções são armazenadas em cache no disco, então uma frase já vista não custa ida e volta na rede. Essa pasta não é uma questão de gosto. A interface gráfica só aceita um fechado Lista de caminhos — , , , , , e . Qualquer outra resposta responde Restrito acesso a .... Dessas, é a única pasta de usuário que pode ser gravada. Não perturba Campanhas: O jogo só aparece lá, e esses arquivos são .ReadJSONFileWriteJSONFilegui/simulation/maps/campaigns/saves/campaigns/config/matchsettings.jsonconfig/matchsettings.mp.jsonsaves/campaigns/*.0adcampaign.json O arquivo de resposta tem sempre exatamente 64 KB, preenchido com espaços. O VFS do jogo lembra do arquivo tamanho de quando indexou a pasta, então um arquivo que cresce é lido e truncado — um JSON cortado ao meio. Um tamanho fixo mantém esse valor lembrado correto para sempre. De onde vem uma tradução Quatro fontes, testadas nesta ordem. A ordem não é arbitrária — cada uma está lá porque o Um antes de falhar de uma forma específica. 1. O dicionário embutido, para frases curtas ele cobre completamente. Sem rede, sem cota, instantâneo. Ele começa porque, na gíria do jogo, é mais preciso do que qualquer tradutor geral: é "bom jogo", não duas letras; , , , , todos significam algo que um a tradução literal destrói. Ele é limitado a quatro palavras, porque o dicionário troca palavras e não conjuga, não concorda com gênero ou reordena — além desse comprimento, a gramática importa mais do que gírias e Um tradutor de verdade vence.ggafkraxecopopbrb 2. Google Tradutor, alternando entre três extremidades. Os limites de taxa do endpoint gratuito são por parâmetro, não pelo seu IP ou sua conta. Medido em uma máquina em um minuto: respondi 429 a tudo enquanto traduzia 8 frases de 8. Então o a primeira reação a um bloqueio é mudar de endpoint, não desistir do Google. O recuo é Por ponto final: Um 429 em um não silencia os outros. Todos os três retornam o mesmo formato de resposta.clientclient=gtxclient=at 3. MyMemory, filtrado apenas para traduções automáticas (). Sem esse filtro ele retorna entradas de sua memória de tradução, que frequentemente são frases não relacionadas que alguém já teve Submetido.created-by == "MT!" 4. O dicionário novamente, parcialmente. Tudo o que ela sabe é traduzida, o resto fica como veio, e a contagem é mostrada: . Meia linha legível vence o silêncio.(dicionario, 5 de 7 palavras) Dois dicionários, e por que eles são separados tools/pudimtr_dicionario.json — gíria de jogos, 279 conceitos, manuscritos, em inglês, português e espanhol. É escrito à mão porque não há nada para copiar: , , e têm Entradas do Wiktionary, mas sem tabela de tradução utilizável, e as listas de abreviações gratuitas no GitHub são Ou pequena, abandonada desde 2018, ou declara que não há nenhuma licença. Este é o arquivo que supera o Google, E é a que é consultada antes da rede.ggwpafkglhf tools/dicionario/wikdict-*.json.gz — vocabulário geral, ~250.000 pares de palavras entre os seis direções, extraídas do Wiktionary via DBnary e WikDict. 1,7 MB comprimido, carregado preguiçosamente e Apenas na direção realmente necessária. Comparado a 32 falas reais de um jogo, a gíria O arquivo sozinho cobria 41% das palavras; com este, 64%. O resto são nomes dos jogadores e erros de digitação, que Nenhum dicionário jamais cobrirá. Esses arquivos carregam uma licença diferente do restante do mod — CC BY-SA 3.0, não GPL. Veja , que é necessário para permanecer com eles.tools/dicionario/ATTRIBUTION.md O vocabulário geral é deliberadamente não usado no caminho rápido. O caminho rápido existe porque A gíria do mod supera um tradutor geral; para vocabulário comum, o oposto é verdade — o Google é melhor e conjugado. Deixar o WikDict seguir o caminho rápido tiraria do Google exatamente as linhas É a melhor tradução. Uma consequência que vale a pena conhecer: um dicionário maior torna a detecção de idiomas mais difícil, não mais fácil. Com 279 conceitos, ler português como espanhol era raro; com 70.000 palavras, saiu como porque e existe em ambos. O Detector agora também mede o quanto o texto se parece com o idioma de alvo e o deixa intacto quando já está."brincadeira nao se preocupe""brincadeira nau SE preocupe"naose O idioma de origem não está na solicitação, então ele tenta os três e mantém o que reconhece Mais palavras. Microsoft Tradutor e Amazon Tradutor não são opções. A Microsoft precisa de uma chave Azure — a endpoint sem chave que o Edge usou () agora retorna 404. Amazon requer credenciais AWS SigV4; Não existe um caminho anônimo. Instâncias públicas do LibreTranslate e Lingva foi testada e ambas reprovaram.edge.microsoft.com/translate/auth Duas implementações, um comportamento Existe um tradutor de Python e um de PowerShell. prefere o PowerShell, porque ele vem com Windows e nada precisa ser instalado; ele volta para Python se o PowerShell for desaparecido. No Linux e macOS, a ordem é invertida.PudimTradutor.bat Cada correção de comportamento precisa ser incluída em ambos. Isso não é uma preferência de estilo — custou meia hora de diagnóstico uma vez: o tratamento 429 estava escrito apenas em , o jogador estava executando a do PowerShell, e a evidência era sutil porque o .NET reporta o erro no Windows Exibir a linguagem. existe para que a omissão apareça como teste reprovado em vez de ser um inseto em uma partida.pudim_tradutor.pytools/test_paridade.py Como funciona, por tela Em uma partida, nenhum botão precisou ser inventado. O próprio jogo já oferece todos os chats linha como botão — conjuntos — e dimensiona a linha exatamente na largura do texto. Então, anexar um callback torna a mensagem clicável sem cobrir o mapa ou roubar cliques destinados às unidades.ChatOverlaygui/session/chat/ChatOverlay.jsghost = !chatMessage.callback No lobby e na tela de configuração de partidas, o chat é um , um item por mensagem. Ali não há botão por linha ali, mas há seleção, então o gesto termina sendo o mesmo: clique no Mensagem para traduzir.type="list" Privacidade As mensagens de chat que você escolhe traduzir são enviadas para o Google Tradutor ou para o MyMemory quando o Google é limitado por taxa. Nada mais sai da sua máquina, e nada é enviado até você clicar em uma mensagem — A menos que você ative , caso em que toda mensagem de chat que chega durante um A correspondência é enviada assim que chega.pudimtranslate.auto Avisos do sistema nunca são enviados. Uma frase já presente no cache no disco é respondida localmente, e Assim como qualquer frase curta que o dicionário embutido cobre — essas nunca tocam a rede. Idioma O texto do mod (dicas de ferramentas, avisos) é em português ou inglês, seguindo o idioma do jogo. Licença O PudimTranslate é lançado sob a Licença Pública Geral GNU v3 ou posterior — veja .LICENSE Todo o código é original — veja .NOTICE PudimTranslate-main (3).zip
  2. What I meant with that, is that short content can be recycled that way between those social networks, not between YouTube and Instagram. They should have different technical and creative formats, because target is completely different. Reels are practically the same as YT Shorts and TikToks, they have vertical resolution and work way better than posts in terms of reach and retention, which leads to account growth. TikTok and YT Shorts are a possibility that can be considered furtherly, with a well-based YT channel and Instagram account. I do not think that developers are targeting a smaller fan base if they are opening Instagram accounts of the game. It would be even better to have a news section in-game, in starting menu. I detected bigger issues, YT channel has not SEO neither. In a few words, videos are not optmized to be watched by a target public. They do not even have a mianiature, descriptions are too vague: I am gonna give you an example of an attractive game update video: Interesting title, advances the most important aspect of the update. Has a dedicated miniature and describes well what is the video about. This video currently has 2 views per hour, outperforms other videos in the channel by 3.6 times and was published a year ago, it is a success. On the other hand, the 0 A.D. one has a generic title, does not give details about the update nor generate interest. Has no description, with a generic miniature. Has 3 views per hour. The only good thing is that views are proportional to the previous video, which means it wil reach around the same amount of views in the same time. But players are missing it, it is the most important update to day and it looks like any other forgettable news. Interaction is precisely the point. Having a text conversation with devs on a Discord channel feels closer and more responsive than posting a forum topic and hoping someone read it one day. In my opinion, this is a critical issue for game popularity, and if devs want not to move to newer spaces, they will struggle to find donators to make the game better, as I have read it is not published on Steam because playerbase must be kept small due to multiplayer server capacities. So community size and managing is probably limiting game potential.
  3. Just asking, why you arent moving this game to steam maybe? It might getting more players and the development can increase.
  4. Kernel: 7.2 generic Mesa: 26.0.8-1ubuntu0.3 Not out of vram, nvtop shows usage at about 20% (I have 12gb). Happens every time I play the game. Shadows issue is on Vulkan. If I use OpenGL it is completely broken, black screen. This might be an issue with intel arc or it's drivers not 0ad, OpenGL is sometimes hit or miss on arc. OpenGL Arb works perfectly though. I also tried running with OpenGL through zink vulkan to see if it changed anything and it didn't, so I don't think that's arc opengl issue usually zink fixes those. The opengl log I sent is not with zink. Minecraft, SuperTuxKart, Steam games like Crossout all work perfectly so I don't think there's anything significantly wrong with my drivers. mainlog_(vulkan).html mainlog_(arb).html mainlog_(opengl).html
  5. I agree that 0ad is wasting its potential, but I don't think the scenario should be the absolute priority, I think the better immediate step is working out the multiplayer mostly an anticheat, account management etc to push the game to mainstream platforms like steam. once more people notice, the additional interest should drive people into creating content and improving the game, the opposite is having a well polished game that no one knows about.
  6. Nice game by the way. I enjoy this more than Age of Empires crap 4 lol.
  7. The Steam "issue" is always a recurring theme in gameplay videos and social media.
  8. Hello everyone, This year and for the past three years 0 A.D. was holding a stand at the FOSDEM. Like every time, it was a very great experience for me, and I was happy to be able to join @Itms, @plumo, @implodedok, @FeXoR, @bb_, @Imarok, @vladislavbelov and @fabio in this adventure. This year was a bit special because I got to co-host a game dev room with the guys at Godot thanks to Akien and Straton and of course to all the people I convinced to give talks and the people that attended said talks. I think the dev room was an overall positive experience so it's great! You can find the videos here. Our room was K.3.201. Some videos might not have been uploaded yet. There were a lot of interesting talks, especially the one about the Spring engine going to Steam. I got to talk a bit with the guys at the GSOC stand and they apparently knew us, so maybe we'll be more lucky this year. I got to meet a lot of people for the first time, some of the above team members, but also @Krinkle, @balduin. I also met @oSoMoN with who we discussed a potential better usage of the Snap Packages for 0 A.D. The idea would be to offer special features to be tested as snap packages on something like Kiwit CMS. By using this specific platform we would be able to set up test scenarios for things not covered by CI and unit tests. I also had the great honor to meet with Ton Roosendal (the CEO of Blender) and Dalai Felinto. We had an informal chat at our stand about our usage of Blender. Bernard Tyers asked me to give a talk at the design dev room next year and I think I'm gonna deliver. The Raspberry Pi 4 I brought had quite a nice success as it caught the eye and people were amazed that it could run on such a low end device. A few people were interested in helping out. We are looking forward to hearing from them. Thanks for all the people who gave us donations! For those who paid for music CDs I hope you'll enjoy them. For those that could not get one you can grab it here. See you all next year, or at the next FLOSS event that we will attend which will likely be JDLL in Lyon, France.
  9. Perhaps I'm necro-posting here, but I've always preferred cleaner in-game UIs without numbers everywhere. I'm a vibe player and don't drill down on numbers too much, especially when the game is real-time and fast-paced like 0 A.D. is. In single player, one can read read read to one's heart's content, but in the heat of battle I really don't want numbers bogging me down--only the performance and abilities of my troops matters. What they are good at. Who they counter. What they don't counter. What counters them. In the Unit Viewer we can pack as much information as possible, but in-game, I'd personally prefer minimal, which is what the current layout, more or less, provides. I have my own quibbles with the current UI layout, but those are mostly with the popups -- the unit viewer, the tooltips, the diplomacy screen, etc, which can all be vastly improved. Here I've been (for the 70th time) working through some tooltip layouts: We could definitely post more threads on the various UI topics and I'm more than willing to mock things up. It would be nice @Atrik if with your skills you'd be willing to mock up some working examples from what we discuss. It's something I think we could start to transition to Gitea with @Vantha and others. I think it's high time we actually, truly improve the UI in these areas. Add some real polish if we're ever to put this game out to the wider world on a platform like Steam.
  10. Seeing that the devs seem to be ok with a steam release, what if we opened an issue to keep things up to date with what we need to do, that way when someone else asks questions we can just refer them to the issue where they can see what things are blocking a steam release. And the things blocking for steam release could be very obscure "figure out mod issues" or add tutorial campaign and stuff like that.
  11. I was thinking -- With the advent of 0ad getting out of the alpha phase, would it be a good idea to finally place an official listing on Steam after beefing up the servers or using steam's own servers?
  12. Being open source doesn't prevent you from publishing the game on Steam. Why not release it for free? Releasing it as early access on Steam would provide bug feedback and allow many volunteer developers to contribute to its development.
  13. Yeah I probably should save some keystrokes but I'll repeat it again here: We are not ready for the influx of new players, on a forum/lobby moderation standpoint. We are not ready for the influx of new players with the current mod situation Regarding licensing we can't link with the steam api directly we would need to make a launcher. We haven't looked yet into the specific of submitting a cross platform game. We need to take what happened other games that did https://ftp.fau.de/fosdem/2020/K.3.201/gamedev_spring_steam.mp4 into account Regarding auto updates, the game is now on the Windows Store https://apps.microsoft.com/detail/9n5vvjr2dz9w?hl=fr-FR&gl=US which i believe supports it. I've merged this conversation with the other one.
  14. There were similar threads in the past. I think the summary is that the game is still not ready to attract a much wider player base, from a MP standpoint. There is also a matter of integration with the Steam libraries, which the developers might not want to do.
  15. Honestly, I didn't know that was the case; manually updating the game is tedious. Besides, I thought the Steam Workshop would add quite a few mods to the game.
  16. I have a feeling steam wants 0AD on their platform, I doubt these recurrent posts are spontaneous gamers registering to make so nicely written comments, explaining the benefits it would have for an open source project.
  17. Please have a look on @Stan`s precise answer to this question in the thread 0AD on Steam? (last answer 1 hour ago).
  18. This isn't the first time software that claims to be free has been commercialized; it's not a matter of personal opinion but a legal one. US laws, along with international agreements on intellectual property and trademark use, allow you to use and distribute it for profit or non-profit purposes, and this game is distributed under those terms, whether we like it or not. Anyway, I agree with Stan. Trying to sell an open-source project on a massive platform like Steam should have at least been discussed with the development team or the lead developer, not for legal reasons but rather ethical ones. For example, I would have talked to the Wildfiregames studio and proposed a mechanism of paying for DLC while the game is free to download, and splitting the profits between the developers and the publishing team (myself), who is also in charge of advertising and other tasks. This would have created a mutual benefit where none currently exists, and it would have benefited everyone. I think that would have been the right thing to do. But I mention again, the 0AD project license is already defined and that license allows anyone to distribute the software and sell it as long as they hand over the source code: https://www.gnu.org/licenses/gpl-faq.en.html#DoesTheGPLAllowMoney And in https://play0ad.com/ says: The message on the official website is clear: if someone is selling 0AD, you can still download it for free. However, this doesn't mean that someone can't be selling 0AD, or that they're a bad person or the devil for putting a price on something that's free. In the case of Steam, people are free to pay to maintain the convenience of using 0AD on Steam, Steam Deck, Steam Machine, compatibility with community-created controllers, using the Steam social network to share games, etc., or they can simply download it for free from the official website and deal with dependencies, manual updates, Wayland scaling issues, and so on. People will still be free to choose. This is similar to a sales scenario where a bag of flour at the market might cost you $1, but at the store across the street, it might cost $4. The store owner isn't being exploitative; you're simply paying for the convenience of not having to travel almost two hours to the market, paying tolls and spending money on gas while the sun beats down on your skin. The $3 difference isn't for the product's value, but for the convenience of having it right at your doorstep. In this case, having 0ad at a reasonable price wouldn't be considered theft. The price isn't for the software itself, but for the work involved in publishing it, paying Steamworks, and completing all the paperwork. I really hope that Wildfiregames will release it on Steam someday, but if someone else does it and charges for it, I won't judge them; on the contrary, I'll congratulate them. Remember the case of nexuiz, xonotic and the 2012 steam version, when the leader of the classic PC nexuiz project sold the rights and thanks to the fact that the game was published under a gnu gpl2 license (just like 0ad) they were able to create two forks, one called xonotic that is still free and another modified by the company illfonic implementing cryengine and that launched on steam and charges for each download. What would scare me a bit is if Microsoft claimed some patent issues with the game mechanics (similar to Age of Empires). Since it's a free game, there's no way to make a legal claim because there's no malicious intent, but if it's sold, that's a different story. By example: https://patents.google.com/patent/US8882594B2/en https://patents.google.com/patent/US20070207844 https://patents.google.com/patent/US20030008696A1/en
  19. It’s probably an issue with a public IP or port settings. I really hope that in the future the game will be released on Steam with proper, fully functional multiplayer for everyone, because after a year and a half my friends and I came back to 0 A.D. and once again found ourselves trying to figure out how to join the lobby — using VPNs, Radmin, and other tools just to play normally, which doesn’t really help.
  20. As far as I know, the developers of 0ad themselves have allowed in their legal guidelines that anyone can sell it, as stated in the GPL2 and Creative Commons licenses. As long as the source code is publicly available, there is no legal or ethical impediment to selling 0ad with or without modifications. If they don't want it sold, then they should change the license; using the GNU GPL doesn't necessarily mean that you don't have to pay for the free version. I think people who install 0AD from Steam won't care if it's alpha or beta or has campaigns; as long as they can play a single-player game, that's enough. If you don't do it, someone else will, whether by changing the logo, name, and so on, but keeping the same engine and assets. People don't want perfection; they just want to play. And if the game is open source, then modifying and selling it is completely free and allowed. Richard Stallman must be turning in his grave because Steam prevented a game from being sold under his own license. If 0ad was removed from Steam it was only due to ignorance, but it is completely legal if the correct steps of Steam's guidelines are followed, and if the official studio doesn't do it, someone else will someday.
  21. I am trying to run 0ad downloaded from package manager and it starts without a GUI. I can see the icon on my taskbar and btop, but no window of any kind appears at all. The command line logs: $ 0ad FILES| Main log written to '/home/rena/.local/state/0ad/log/mainlog.html' FILES| Interesting log written to '/home/rena/.local/state/0ad/log/interestinglog.html' Sound: AlcInit success, using OpenAL Soft FILES| Hardware details written to '/home/rena/.local/state/0ad/log/system_info.txt' FILES| UserReport written to '/home/rena/.local/state/0ad/log/userreport_hwdetect.txt' Please find attached the relevant logs. There are no error reports anywhere. userreport_hwdetect.txtsystem_info.txtmainlog.htmlinterestinglog.html In order to eliminate the possiblity of pacman hosting broken packages or system libraries at play, I built A28 from source and the same occurred. This is why I suspect something is wrong with my GPU driver. However, all other applications run fine: Ollama AI deployments, Steam games ... Let me know if any other system files are needed.
  22. Hey, someone is/was selling 0 A.D. on Steam! There are tons of comments on how someone posted 0 A.D. and is charging for it. Is this old news? Or does someone need to solve this? Here is a link to the page: https://steamcommunity.com/app/2158440.
  23. I'm not entirely sure how to post bug reports on the Git but I tried anyway, but I'm posting here as well in the hopes of it being seen sooner. I've downloaded the latest build from https://play0ad.com/ for Windows; I did not use the SVN, and one thing to bring up is I'm missing the Actor Editor. It's okay, though, as I can still develop the game without it (but would love to still have it.) From there, my .dae files for custom structures (NOT Infantry) specifically is causing crashes in the Atlas Editor. All except for one; the Barracks model. I will include two .dae's below, and what will happen is, one will cause the Atlas Editor to crash, and one won't. I will also include the crashlog. I'm using the latest version of Blender as provided by Steam as well to make these .dae models. Specifically, the blacksmith one will be the one that causes a crash, and the barracks one won't. Interestingly, none of my custom infantry has caused the map editor to crash; it's only been structures. As a result, I've been testing my art in-game by doing consecutive skirmish matches over and over and over, and making saves/loads/etc.; while taking screenshots of my units in the Atlas Editor for previews and thumbnails. It would be nice to be able to use the Map Editor to make scenarios with my custom civilization, but this is actively preventing me from doing so. Any help or insight would be greatly appreciated! avian_barracks.dae avian_blacksmith.dae logs.zip
  24. One additional point: these kernel parameters combined with some experimental kernels (namely CachyOS BORE) will stress the GPU to the extent of becoming unstable. It is somewhat likely to crash your entire OS mid-game if you stress your GPU too much. You can switch to Linux-LTS for more stability at the cost of some performance. But if you don't want to change kernels, my advice: 1. Make sure your GPU cooling is sufficient and temperatures are low. You might need to manually adjust the fans (I kept it at 100% while gaming and the crash didn't happen; the default fan curve was not ideal) 2. Throttle the maximum fps in your game settings options: Vsync = on Menu maximum fps = 60 Game maximum fps = whatever your screen offers, or 120fps (generally enough). 3. Cancel overclocks or turbo mode for stability. 4. Some AMD cards draw more power than a PCIE power supply is designed to give. If it has 2x 8-pin connectors, plug in 2 different PCIe cables from the power supply, not from the same one cable with a splitter. 5. If game still crashes on Vulkan, lower graphics settings. Fortunately, 0ad is not a very big GPU destroyer. Some Steam games when run with proton crashes the system in just a few minutes.
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