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Stan`

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Everything posted by Stan`

  1. IIRC @vladislavbelov worked on it some time ago.
  2. Found this little thing that might solve the issue (it's also what lichess uses), but I need to convert the rust code to TS https://github.com/gpluscb/instant-glicko-2/tree/f34fd27aba57c21b0554a6ccc2b6a26559a0f5e7
  3. Regarding determining if a player has lost or not, would the percentage Building Lost + Units lost work? Lowest Percentage wins? (This would be done only for 1v1 and if there is no state set to won)
  4. That could work I suppose. I can also add a big button for admins to recompute it. I'll try to implement it. Should we unlike lichess start at 1200 ?
  5. Another issue we have is that unlike on lichess, one can upload replays in any order, so I suppose I should recompute the whole thing each time someone adds a new replay for all players (since a changing rating for someone would change everybody that ever played against them)
  6. Okay. Do we count replays with no winners as draws ? https://github.com/mmai/glicko2js They say there that You should not update the ranking after each match. The typical use of glicko is to calculate the ratings after each tournament (ie collection of matches in a period of time). A player rating will evolve after a tournament has finished, but not during the tournament. So I'm not sure it would work well in our case
  7. Separate ratings for both? Or one ? Should it keep the 1v1 then? Sure I'll wait for the input
  8. Sounds fine (we can still compare it with the in-game rating) I don't know the maths though, so I'll need some help with that. Also I need to know which replays would be concerned or how many elos one would have. There is rated/non rated Teams locked NvN AI's Some matches don't have informations about who won and should probably be excluded. If I can gather a good enough specification, I can make the code.
  9. Indeed, thanks for the report(s)! I do have the game's elo from the names, would you like to see a graph about that ? Plotted by date something like Game Rating Evolution?
  10. Published some updates to the dark mode, a few fixes and a new graph.
  11. For now yeah. I may reconsider in the future but I don't like the idea of having the api left unrestricted
  12. live version at https://replay-pallas.wildfiregames.ovh
  13. This video explains it well https://youtu.be/C8YtdC8mxTU?t=976
  14. The top of the barrel is flat, but the rest is smooth shaded. I added some extra barrels, the leftmost without any smooth shading.
  15. Of course we have smooth shading Oo. Else barrels would look much worse. Units too.
  16. I suppose @wowgetoffyourcellphone is in charge now
  17. Okay few things from looking at the DAE in that zip. You need two UVs in order to be able to use AO. The fact it doesn't crash for you makes me think that either you got an error message, or that you might not have set the material quality to 10. Second is wasted UV space, you want to have as little black spots as possible, you can probably rearange things so that those curved pieces take less space And yeah you can boost the margin a bit.
  18. Can you show me the generated ao and the second uv map layout. Not sure i'll be able to access blender. Also if you export the roughness map you need to invert colors. That's what I meant by 1-roughness.
  19. The problem is the existing voices wouldn't be enough to train a model. So until legislation is in vigor, I'd be really careful in using AI in anything else than mods.
  20. Yeah you can actually do that just with git log --format. But the problem is here is that not everything is relevant, you don't want to see 200 autobuild commits Nor fixes for art typos. Just the art commit itself. They can sometimes be grouped. That's why we (used to) do it by hand.
  21. If its missing changes then it's bad. It needs to be updated. In a perfect world commit(er)s would update it. Basically any relevant changes to either players or modders should be there. (Also anyone following commits can update it)
  22. It's been there since at least 13 alphas ^^ (Alpha 13) https://trac.wildfiregames.com/ticket/1318 A few years later it was added as part of the tooltip https://code.wildfiregames.com/D1803
  23. It's inverted roughness (more or less). You can also try to combine the metallic but it won't have much added value. Spec map can have some color but not sure how long it will be supported (currently is)
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