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Showing content with the highest reputation on 2018-12-14 in all areas

  1. We welcome the constructive approach chosen by the creators of Fork AD. We didn't, indeed, agree on the design of the development environment, on the communication methods, and on how to ultimately make the process enjoyable for all team members. We are happy that they can still contribute to 0 A.D. as a project, even if it is as a separate group. We are grateful for their many past contributions and we hope that the new situation brings balance to both teams. Nevertheless, Wildfire Games wishes to clarify that we have been making progress on the game continuously and continue doing so. Much of the recent work was either administrative, or targeted at the future Alpha 24, thus could not be directly seen in the number of commits made. Members of the community have expressed a desire to be more involved and informed, so we are taking measures to open up some internal discussions. This will allow our hard work to be more visible. On behalf of the team,
    9 points
  2. Here's the finished file Amanirenas portrait.rar
    4 points
  3. Update: WIP Carthaginian Quinquereme: Sail not done yet, give ideas for deck props, both quinqueremes missing oarsmen ladder entrance, rudder missing.
    4 points
  4. 2 points
  5. Thanks ! will be included in A24. If you are not already in the credits I'll add you
    2 points
  6. Yes, but in case of N requests you need to do Application > Driver > GPU synchronisation N times, and update all data too (both on CPU and GPU to calculate next request). That's what I'm talking about. That's good. I wish you a nice coding regardless of result you'll get
    2 points
  7. Unfortunately not all cards has standard floating point precision, e.g. sqrt on different cards may be different and even different from IEEE standard for it. But I don't think floating point is really needed for pathfinding. If needed - there is a problem, because we should have the same result for all users. There is DMA, it depends on drivers, but some middle cards support it. Example, we have the next simple field (0 - passable cell, 1 - wall): 0 1 0 0 0 0 0 1 0 Let's we have two units in (x=0, y=0) and (x=0, y=2), and they need to be in (x=2, y=1). How the parallelised algorithm will solve it? What would be an answer?
    2 points
  8. I think that there are a couple things to be gleaned from the opening post. First, it seems that the team of fork can commit changes more easily than through WFG, leading to bugs and other issues being fixed. Since these three presumably trust each other well, they are able to work uninhibited, making the overall pace of development considerably faster it seems. While these seem to be minor, they are quality of life improvements by far that need to happen at some stage. In honesty, I along with others am intrigued by how substantially the gameplay will change though.
    2 points
  9. This sounds pretty cool, it even reminded me of the AoE II campaign background. I'll try to take the day tomorrow to finish and send the Amanirenas portrait, then I might be able to see what I can do. Is there a deadline for this? And just another question, is there a video or some sort of reference showing this installation menu? I mean, it's a little out of context for someone who never owned a mac. It would help me to understand how it works and how it fits into the installer Also, I've made these 2 unrelated illustrations a while ago and if you guys have any use to them in the game, feel free to use it. The second one might need some adjustments because it was a speedpainting, but I can do that in a day or two
    2 points
  10. I recently got interested in helping with 0 A.D. development, especially optimization. I was thinking how could we accelerate pathfinding and in consequence reduce lag. It already seems quite optimized, A* with JPS optimization. One of things that are still possible to do is to apply parallelism to pathfinding. Toady I've found this: https://www.aaai.org/ocs/index.php/AAAI/AAAI15/paper/download/9620/9366 By using method shown in the article we could not only run many pathfinding requests in parallel, but parallelize a single pathfinding request in a GPU-friendly way. We could use CUDA or OpenCL to implement it. Authors of the article have achieved 30x(EDIT: actually it's only x6 speedup. See my third post.) speedup of A* algorithm, which is quite considerable, however I am not sure how much would it speedup 0 A.D. pathfinding. I am not familiar with 0 A.D. code enough to start working on it, or even assess how much could it actually speedup 0 A.D. pathfinging. I have found few posts from 2012 about running multiple pathfinding queries in parallel(not parallelising single request), saying that this wouldn't be really useful for players without strong GPUs or multicore processors. https://wildfiregames.com/forum/index.php?/topic/16018-supreme-commander-2-pathfinding/&tab=comments#comment-239673 Well, today we have 2018(2019 soon), and even things as basic as desktop environments have multi core CPUs in their requirements, and most 3D RTS games have dedicated GPUs in their requirements. Sure it would be much more useful for player with NVIDIA GTX 1080 than for player with intel i3 integrated GPU, however I think that speedup for most of players could still be considerable. Maybe it will turn out too hard to implement, not as efficient as I assume here, not good for every player, etc... But maybe it will turn out that it really speeds up pathfinding , at least for players with dedicated GPUs.
    1 point
  11. I open this topic to talk actual industry. everyday is more evident the bad practices by the industry.
    1 point
  12. 1 point
  13. I thought that much so I didn't really attempt to stop you. And as @Itms said I don't mean that personal against you, @xan2622 Nice gaming to all of you
    1 point
  14. Don't take it against you @xan2622, I think FeXoR is using "spam" with the meaning of "frequent messages I am not interested in", not "unwanted messages". But it is not inconsequential to buy games to a portion of the price while we know the game industry is competitive and difficult for game developers. With 0 A.D., we are doing for fun and for free something that is hard work for professionals, so there is a risk that we confuse free games made for fun, and games that are made free by the competitive market while people try to live of them. I think that is what concerns FeXoR. And the FLOSS community in general is not really a big fan of late stage capitalism, especially in Europe But let's stop with the politics: I like this thread and getting intel about good offers!
    1 point
  15. Vertex Pathfinder ( Or short range) yes as Imarok mentioned you could probably have a look at D13 and all the subsequent patches. If corrected they would make a great addition to the game
    1 point
  16. I think reducing retries in pathfinder and threading the pathfinding calls should give us enough performance. Also iirc the bottleneck is not our global JPS pathfinder, but the local vector(not sure if it was really called like that) pathfinder. But @wraitii should be able to tell you more, as he already started improving the pathfinder some time ago (better shortrange pathfinder, less retries and threading). He uploaded some WIP on D13
    1 point
  17. Yes i can, but Rossi is very quickly and very efficient. So I im testing with hard tasks. I can't handle kushites.
    1 point
  18. Regarding the first post: IMO "good" is not a property of anything. People rate things as "good" or "bad" instead. Just a little trick to make more people believe that what one thinks is not just an opinion of that person The more rational way of "And that's good!" would be "I like it!". (Ofc. a society is based mainly on sharing values so this little (self) deception may actually be quite important for getting people to work together. I still don't like it very much and would prefer "Hey, that's what I want, too! Lets do it!".)
    1 point
  19. Over-saturated texture. (Look cartony)
    1 point
  20. Update: Added some player colour to some ships: @Lion.Kanzen Can we have the faction sails civ icons as a separated PND file? for apply them in the new ptol texture blank sail.
    1 point
  21. If Fork A.D. doesn't do anything significantly different to the gameplay, then what would be the point? Real question to mr bushido.
    1 point
  22. Did they not use a steering oar rather then a rudder. Enjoy the Choice
    1 point
  23. Yeah certainly it will. I said that this 'boost' may be not enough. Then only option would be redesigning pathfinding. This is mainly what's wrong with it. I will try to multithread pathfinder, but many better programmers already failed to do so. Therefore I'm not sure how much I can do. There are many other things to multithread. Like NetClient or map generation. I can try multithread them too, but I'm really not sure how much can I do here. EDIT: If I do it all I will become a multithreading specialist EDIT 2: I just realized that what I said here may bet quite not nice. I really understand and respect these huge amount of work people have already put into this game. Only pointing out things that are still left undone.
    1 point
  24. This battle would deserve a better name. Very epic game !
    1 point
  25. Oh, probably mostly some time. Code is quite well-organized and I'm quickly getting into it. I'm probably too young to be considered a real programmer(15 years old), but I'm learning fast and already have some C++ experience (programming since 11 years old). Probably many of you have programming experience much greater than 4 years but it's better than nothing. My main area of interest is computer science (training hard to get some nice title in Polish Olympiad in Informatics), and that's why I'm mostly interested in things like pathfinder optimizations. My amount of free time isn't very big, but maybe I could still help the project a bit. I will also have good chance to learn something.
    1 point
  26. Hello, and welcome to the forums, Thanks for your interest in contributing. What would you need to get started ? There are a few bugs linked to the pathfinder but it's current implementation allows for an easier evolution. @temple @wraitii @Itms can you give him a more informed answer about pathfinder specifics ?
    1 point
  27. That's the goal, no promises though. In the meantime, I think Lanayru Province is ready for a test run:
    1 point
  28. "Man the rational animal the only creature that makes up reasons for what it did after it has done them" Enjoy the Choice
    1 point
  29. I have both of his books and can totally recommend them. So true, but nevertheless we shouldn't stop trying to act morally.
    1 point
  30. Seems like you read Yuval Noah Harari
    1 point
  31. Great! Let's look forward to the Christmas celebration. Cheers.
    1 point
  32. Although I would agree that this often the case, that is a matter of opinion, and another person would claim that you yourself are in fact misinterpreting the rule. It's like some kind of a weird catch-22. Do you now add rules to interpreting rules? Where does that stop? Everything needs to be evaluated on a case by case basis. The moral code uses human language, not some kind of absolute mathematical algorithm. Language can be pretty abstract, changes over time and place. Laws are supposed to be clear and understandable, but they often become very elaborate and complex to cover all the possible nuances. This in turn makes them more difficult to understand for non-specialists. If somebody doesn't understand the rules, how liable are they really? I would definitely agree that a (strong) moral code is a good thing, but how would it apply to people who can not survive without breaking it? For example homeless people born and raised in cities or countries that passed strong anti-homeless legislation. Man needs to sleep, but you have no place to legally rest your head... I think this is the point. Perfection is a divine quality, that we, mere mortals, are not imbued with. Human nature is primarily geared towards survival, not living up to a moral code. Human nature is also inherently corruptible. Respecting a moral code is a side-effect of society/culture. If the conditions for basic survival aren't met, the moral code flies out the window. Under ideal circumstances, laws might work as intended, but as of now too many people are forced into impossible situations (poverty, war, disease, natural disasters, various forms of persecution and repression). People in those kind of extreme situations, of which there are many, can't be expected to be pre-occupied with not breaking the rules when it's a matter of survival. Rule based society is a necessary evolution in the human condition. Since we don't live in small semi-nomadic family groups anymore, but in a large urbanized world. We need rules to survive as a group, a country, a global society. I just fear that our technological developments have far outpaced our biological evolution, and we simply aren't as physically and mentally adapted to the modern world as we like to think. There are a lot of unexpected and misunderstood side-effects of the modern world, which makes interpreting the rules or anything else we take for granted a lot more difficult. Creating rules implies that you know what is right and what is wrong, but so many things in this world are counter-intuitive. The road to hell is paved with good intentions. Most people believe that their doing the right thing, yet we live in world with a lot of suffering. Quark: "Let me tell you something about hoomans"
    1 point
  33. Hey guys, thanks for the feedback I tried to change the background a bit to separate it from the character. @Sundiata I've detailed the earring using the reference you posted, but I kept the purple gem for composition and color reasons. This necklace was the second attempt (I gave up on the first one, that's why I didn't show it), but I think it looks ok now
    1 point
  34. Thanks for the recommendation to use an ao. It now looks 100% better. More awesomeness added.
    1 point
  35. Not really. We usually know most of it but there isn't someone that knows everything. We are not tracking our team members. So some people might go AWOL and that's fine. We have an Absence thread but not everyone think to use it, nor has the time to. We all have external life constraints. Yeah, I think most of the devs are aware of what's going on in general. Sure, it's possible someone that hasn't been as active is working quietly on something, but that's less common and not really a problem anyway. I know that before I officially joined, I savoured every bit of news released hoping that the project wouldn't be cancelled. Right after I joined (a decade ago) there was talk of ending the project do to lack of developers. (Talk about discouraging!) Extended discussion ultimately lead to the open source release. To ensure success as an open source project, Philip rewrote the entire (rather unmanageable) simulation from scratch which resulted in the nice component system we have now. He also added the original AI (as it wasn't really a playable game at that time). All of this took awhile because he was the only one really available to work on it. While development has ups and downs, we're in a better overall situation now than we were back then because we have a fully playable, open-source game, and more developers. Once this next release is complete with much of the GDPR stuff, I think more visible progress will start to be made. (The holiday season may interfere somewhat, but that's not really a bad thing. )
    1 point
  36. Battle for Wesnoth https://www.wesnoth.org For those that like LOTR and fantasy games
    1 point
  37. Hello @tantrus332 and welcome to the forums. Thanks for the feedback on textures and post processing filters. To answer your question in a simple way : Why is there no texture filtering and antialiasing ? Because nobody coded it in the 17 years this game have been in developpment. There has been attempts by external contributors such as @niektb and myself to do so, but we didn't end up with something usable so it was not included in the game. So if you want anti aliasing you can code it yourself or wait till someone finish https://trac.wildfiregames.com/ticket/3640 so it will be easier to do it. Keep in mind everything done here is on somebody's free time, and that we use a homemade graphical engine. About grass, the main concern is a performance issue, because in order to have such a result, mappers would have to add more than 10 000 new actors on maps, which would prevent most of our players to play with a good framerate. And this kind of entities can not be switched on or off. Unless someone codes an option to do so, which would affect gameplay. Hope I helped you understand why it's not done at the moment, and why we I can't give you a precise idea on when or whether it will be done.
    1 point
  38. Full Throttle : https://www.gog.com 44 hours left
    0 points
  39. Many games are free until tomorrow (direct download) : - Alan Wake American Nightmare - Limbo - Uurnog - Fortune 499 - Tiny Echo - Cat Girl Without Salad - Drawkanoid - Thor.N - Crescent Bay https://www.humblebundle.com/monthly/trove
    0 points
  40. Insurgency - Add it to your Steam account now and keep it forever. https://store.steampowered.com/app/222880/Insurgency/
    0 points
  41. ShadowRun Returns Deluxe - 1 day 12 hours left. https://www.humblebundle.com/store/shadowrun-returns-deluxe
    0 points
  42. Hacknet Deluxe (1 day 12 hours left) - Steam https://www.humblebundle.com/store/hacknet-deluxe
    0 points
  43. http://store.steampowered.com/app/368230/Kingdom_Classic/ is free for a little while (it says for 24 hours, but I can't see when they began counting ) Also, on uPlay there's currently a bundle with Assassin's Creed: Black Flag, Watch Dogs and World in Conflict (til the 23rd).
    0 points
  44. Layers of Fear - 1 day, 1 hour left
    0 points
  45. Company of Heroes 2 - 1 day, 1 hour left
    0 points
  46. MKD - afaik, there's no known deadline for this offer BrĂ¼tal Legend - 1 day 1 hour left
    0 points
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