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  2. Вывод из запоя на дому подходит пациентам, которым необходимо получить помощь в привычной обстановке. Вызов врача можно заказать в любое время суток: выездная бригада приезжает по указанному адресу, проводит осмотр, оценивает давление, пульс, степень интоксикации, риск психозов, галлюцинаций, судорожных реакций, инфаркта, инсульта и других осложнений. Ознакомиться с деталями - вывод из запоя вызов в сочи
  3. Вывод из запоя на дому подходит пациентам, которым необходимо получить помощь в привычной обстановке. Вызов врача можно заказать в любое время суток: выездная бригада приезжает по указанному адресу, проводит осмотр, оценивает давление, пульс, степень интоксикации, риск психозов, галлюцинаций, судорожных реакций, инфаркта, инсульта и других осложнений. Получить дополнительные сведения - нарколог вывод из запоя
  4. Запоя вывод в клинике Сочи: лечение алкогольной зависимости, капельница, детоксикация, помощь нарколога на дому, кодирование и реабилитация анонимно. Получить дополнительную информацию - вывод из запоя круглосуточно в сочи
  5. выездная наркологическая служба оперативно приедет по указанному адресу, имея при себе все необходимое оборудование и медикаменты, в том числе для оказания неотложной помощи. Узнать больше - помощь вывод из запоя сочи
  6. Наркологическая помощь позволяет безопасно начать выведение токсинов, снизить интоксикации, восстановить водно-солевой баланс и подобрать дальнейшее лечение алкогольной зависимости. Нарколог проводит анализ состояния пациента, уточняет стаж употребления спиртного, причины запоя, наличие хронического заболевания, психических расстройств, противопоказаний и других ограничений. После диагностики врач выбирает схему: амбулаторно на дому, в стационаре клиники или с госпитализацией. Выяснить больше - врач вывод из запоя сочи
  7. Вывод из запоя на дому подходит пациентам, которым необходимо получить помощь в привычной обстановке. Вызов врача можно заказать в любое время суток: выездная бригада приезжает по указанному адресу, проводит осмотр, оценивает давление, пульс, степень интоксикации, риск психозов, галлюцинаций, судорожных реакций, инфаркта, инсульта и других осложнений. Исследовать вопрос подробнее - вывод из запоя цена сочи
  8. Today
  9. It can be implemented progressively, starting with a non-editable version generated by a script.
  10. Thanks for feedback Guerringurrien, I too noticied sometimes loading stops at 6% especially when 11+ users are in game but rarely. Need to check with group placements and other maps.
  11. played multiple 5v5, one 6v6 with others here, and I can say its pretty darn smooth than expected! quite good compared to what everyone would assume it to be... and @kheeva I had the mod installed and I also could not join his 1v1.. it seems to be problem of him.. I am currently in the game you are playing haha even though its without the mod
  12. Seems to be his network issue or he has some mods that are limited to 8players like moderngui while using this mod in parallel, pls share error msgs
  13. @Asura, thanks for the mod! We played several matches yesterday, and it ran with no noticeable performance differences. We did notice that River and Random Group Placement weren't working properly. River crash on loading, and Random Group Placement got stuck at 6% loading.
  14. @Asura, if you add this line "ignoreInCompatibilityChecks": true, to your mod.json, then not everybody will have to have the mod, only the host. I'm not sure how it will work for this mod, but maybe try it
  15. There is a way to make mods not required on for everyone, like bigger mini map, or what you were saying. It changes how the mini map looks for me, but not everyone needs it, I wonder if that could work for this. I'm just not sure how to do it Sorry, I think I took out a word or 2. What I was saying was, you are right. More teams is kinda useless, maybe except for 5-6 teams, in some specific situations
  16. image u joined as a new player. u should install feldmap, extraplayers, otherverycoolmodfromnowhere. cool if mods dont break ability to play without them, otherwise this mods considered harmful
  17. the more mods the less new players. i couldnt spec Appa02's 1v1 coz of unknown network error. He had this mod installed. I think mods should not break back compatibility, otherwise they kill this game.
  18. I don't understand the argument. The difficulty of AIs is independent of teams.
  19. the more mods the less new players. i couldnt spec Appa02's 1v1 coz of unknown network error. He had this mod installed. I think mods should not break back compatibility, otherwise they kill this game.
  20. Playing around with some ideas. It contains a well. 3 main buildings: perhaps dwellings/houses. A chicken coop or corral. And perhaps a basic watchtower similar to an outpost.
  21. You mean the overlap of fields you see in game? They actually are not overlapping. The "core" part of a field is smaller, and I'm computing based on that core part only. In game, they render a bit more field outside of that core part. That part cannot be farmed, and is for aesthetic effect only.
  22. You are not considering Field overlapping?
  23. Six months has passed. Development of stevenlauBot did not stop, but I have been dealing with a really difficult problem - optimal field placement around CC. The algorithm improved over and over, and now reaches an optimal solution worth sharing. Before I go into technical details, here are some screenshots of optimal placements in random Mainland. Pink represents the region where we can place field freely, and blues are the fields. Now I am writing some technical details. I first define Gap and Hang. Gap Ideally we want to let a field to touch (snap) the CC (or actually any dropsite), so that farmers can efficiently drop resources without walking. However, since farmers have a size and dropping range, we can actually leave a gap (around 5.6m) between field and CC and the farmer can still drop resources without walking. Leaving such a gap might allow more fields to be placed. Hang In games, we often see players put field snapping at the corner of CC. This is not ideal, because farmers will have a walk a bit to drop resources. We name this case "hanging" entirely outside of CC. If we now shift that field a little inward toward the CC, it is still hanging, but only part of it is hanging. Then farmers can farm in the part where the field is not hanging, and they can drop resources without walking. That non-hanging part is around 8m. Now to state our problem more precisely, we want to place maximum number of fields around CC, allowing gap between CC, but keep certain non-hanging part. We disallow rotation. Although rotation might give better arrangement, the problem will become too difficult. In fact, disallowing rotation is the sole assumption of our algorithm. Under such assumption, our algorithm gives optimal placement. I also claim that if we allow rotation, no efficient algorithm exists. People who are familiar with algorithm, especially computational geometry, should realise this is a very difficult problem. This is shape arrangement in continuous 2D space, and deterministic algorithm might not even exist. Scientists usually do heuristics to find good-enough (but not optimal) solution in these problems. I had also been working on heuristics, but as I keep improving my heuristics, I found that our problem is quite special and is much simplified. It turned out that we can work out a combinatorial algorithm to really find the optimal placement. We basically do trapezoidal decomposition of the region, that we do sweep line algorithm over all such trapeziums, exhaust all combinations, and merge linearly related constraints. The algorithm is super complicated, but I think I made it. Do you like it?
  24. Yesterday
  25. EDIT: In the Settings I found a Hotkey to activate a build-in FPS counter, which works just fine, so I guess this can be considered solved.
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