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BUG - Game incredibly slow/freeze at start because because of 1 player.
Atrik replied to Atrik's topic in Help & Feedback
Yes that's exactly the symptoms. IIRC I've already been that player who slows the game and I didn't experience any lag, not network, nor pc. Every time this happens, the buggy player doesn't believe others when they say he is lagging ("My cpu is at 15%" "I've just run a speedtest"). But kicking him out clearly solves the issue. It really happened to a very wide variety of players, and with enough occurrences to believe it's a bug of the game rather then any external factor. -
It looks like similar behavior of game stuttering due to PC performance Are you referring to cases where no unit moves and no orders are executed, but the GUI and camera remain responsive? I’ve also noticed that in cases like this, hosts start kicking players until units begin to move again. But after the suspected bugged player rejoins, the game continues with exaggerated stuttering.
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Done, you were right. I was waiting to get the url of this thread to add it in the mod.json but forgot.
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@Atrik oh u might want tu change it's label in mod.json to describe what it does
- Today
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6 lines of brilliant code, thanks @Atrik. plz PR for the next release
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This mod fix the seed and mapscripts bug loaded persistently. Idk why I or nobody did it before... ResetSeed.zip
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BUG - Game incredibly slow/freeze at start because because of 1 player.
Atrik replied to Atrik's topic in Help & Feedback
Could or could not help idk, it's not network related. -
Release 28: Beta
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BUG - Game incredibly slow/freeze at start because because of 1 player.
Seleucids replied to Atrik's topic in Help & Feedback
You can decrease the BAD NETWORK constant in net server.cpp or some file in the source code to print out the lagger at earlier times. Also don't allow this value to be increased by lag. -
what games do you play besides 0ad?
damega replied to grepmaster's topic in Introductions & Off-Topic Discussion
Ký túc xá ma ám -
damega joined the community
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Playing with stats it seems the "Bonus acceleration" for garrisoning rams doesn't actually applies Movement and turn rate does thoughts. @real_tabasco_sauce Edit: ah someone already noticed actually
- Yesterday
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BUG - Game incredibly slow/freeze at start because because of 1 player.
Atrik replied to Atrik's topic in Help & Feedback
If you experience screen freeze/0ad freeze it might be a different issue, I believe in the case I describe the player can still control the camera for example. The above also seems to happen 1/10th of games. -
Ohh lol ok I went to an art high school, does that sound like a good excuse? I was doing (5+(3)*7) + (8+(3.5)) / 3.5 Why? there is no why
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Yes done lol How did you make your calculations? (Is there something that seems intuitive but actually means something else entirely for you ) Should be : Add all arrows * Arrow damage / Interval (5+(3)+(7))*(8+(3.5)) / 3.5 = 15 * 11.5 / 3.5 = 48.xx
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+1 Yes but, please, get rid of that slash and put the attack interval on a new line. This is heresy against the sacred grid btw: where the 49 DPS comes from? my maths are not working there
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Nice! I wasn't sure the colors made sens to me only because I made it or if they did indeed add that little touch that makes the tooltip easy to read! I find colors codes often easy to understand even when never specified, like in 0ad, Blue for CS, Green for Merc, Red for Champs in unit icons, one can spot the pattern very fast and it never needs to be specified. So for buildings, I use blue for garrison bonus and green for techs, and it (should be?) easy to understand. Right? Worse cases if you don't get it, it doesn't diminish much the readability. y ok I was very slightly preferring this too.
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Hello @user1 My lobby name is Marlboros, my opponent was Caligula_Minus. He must've rage quitted. Thank you for your time commands.txt
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Marlboro changed their profile photo
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I prefer this version with 1 stat (hack, pierce) per line I think this version is more difficult to read and to identify the different stats Also, the green color greatly improved its legibility, as it allows you to identify different types of values within the same block of text (just like the orange used for the stat name), and I think it helps associate the bonus % with the actual bonus value. I love it, @Atrik! Yeah, I'm not sure about this either @Dunedan
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Marlboro joined the community
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@Moderators: Would it be possible to split this thread?
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happygamer started following Spearmans with javelins?
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A27 has a new bug that occurs, reasonably often where a player will make the game freeze or incredibly slow. What we currently observe : This isn't some kind of lag, the player won't experience network, nor cpu lag when this occurs. Since this isn't creating any logs, how can we help document this bug?
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Same feeling about the vague description of this tech...
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Perfection. If anyone wonders, this is from Alpha 9 Ides of March. Yes, swordsmen had a charge attack.
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@guerringuerrin does inline rly make it better? I'm kinda neutral on this. However I also wanted to wait to show the color scale idea depending on upgrades, inspired from @Dakara idea but trying to keep it agnostic of how upgrades currently works (tiers would also make limited sens if you have WTF for example). Above, p3 upgraded spear vs p3 + wtf. Below p1 upgraded camel + Cleo aura. Thoughts? Edit For buildings. I don't know if colors are confusing or actually helps. I like them.
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