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Andrettin

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Posts posted by Andrettin

  1. Parallelizing logic which is using the same data is often problematic, as even with mutex protection you might run into issues. For example, you might protect the data from read/write collisions, but the data might not be in a state that you want to display to the user instead. You could put mutices at the level of larger operations to prevent that, but then they quickly become very expensive performance-wise, possibly entirely denying any gains from parallelization.

    Additionally, it is MUCH harder to see what is going on if you have multiple threads accessing the same data, making it easier to introduce bugs into the game, and harder to debug them.

    Parallelization usually works better when you have well-defined inputs and outputs for what you are running on the extra threads, i.e. when they don't affect other threads while they are running, only their outputs are consumed at the end; and the input data is copied for each thread if it could otherwise change.

    • Like 1
  2. On 25/06/2022 at 11:02 PM, Stan` said:

    Keep up the great work. With a bit of luck we can sync when you are done so that I can sign your campaign mod so it's ready to be downloaded when A26 comes out.

    Is it possible that the mod may be included with the base 0 AD itself in the future?

    A single-player campaign is something I'd personally wished was present in 0 AD for a long time.

    • Like 4
  3. 12 minutes ago, ThuleDragon said:

    I know the game has the gauls and the britons already, I guess if those factions will be left in the game with the mod installed then that's good.  I was just wondering where if there would be celts.  it is aristia which I thought was bronze age.

    Yes, Aristeia is about the Bronze Age. Adding Bronze Age Celts to it would be great IMO.

    @Gurken Khan did you think this was a suggestion for the main game?

    • Like 1
  4. On 06/09/2021 at 10:16 AM, Ceres said:

    Well, I agree that deforestation is in general, i.e. also in real life, ugly. But for realism in 0 A.D. I would doubt that trees regrowing during a match would be good. If you built too many e.g. ships, you should cope with "empty forests". And if trees would regrow, you could not chop some away to later have place for e.g. a new CC.

    IMO it depends on the time it takes for trees to regenerate. If they take 20-30 minutes to regenerate or more, then you will still have to cope with wood overuse, while still having forests be reusable at some later point, especially if the match drags on.

    About building locations, that could be solved by making it so trees don't regrow if a building was constructed on top of them. Or that trees don't regrow within a certain range of buildings, so that the latter don't get surrounded by regrown trees.

  5. There's a pretty interesting RTS game on Kickstarter right now, Liquidation. It looks like a cross between Warcraft, Starcraft and Warhammer 40,000.

    https://www.kickstarter.com/projects/liquidation/liquidation-a-rts-rpg-hybrid/description

    I backed it, and hope they get funded! We really need more quality RTSes like in the golden age of the genre.

    PS: In case it's not allowed to post links to kickstarter here, please let me know and I'll remove the link.

    • Like 3
  6. 22 hours ago, crazy_Baboon said:

    Thanks @wowgetoffyourcellphone,

    It still rocks and it is great eye candy, IMO.

    Perhaps it would be too much of an hassle to implement people dying from falling trees...

    IMO: even if feasible to implement people dying from falling trees, I'm not sure I see a gameplay advantage to doing it... it would be cool the first time to see it, but then it would probably either be ignored (if units deal with it on their own) or get tiresome (if the player has to micro their wood gatherers).

    • Like 1
  7. On 8/27/2019 at 5:01 PM, av93 said:

    Finally, I bought it. I would say that, although not perfect, the game in SP is a huge improvement.

    The really thing that I miss is the lack of gates (and the addition of triggers would have been a very quality improvement). Some guys before the launch, were complaining about farm reseeding saying that the game have been dumbed down for kids :self_hammer:

    I think it's quite good, yes, though clearly not as lovingly done as AoE2: DE.

    • Like 1
  8. Has thought been given to the idea of players gaining "experience" (or similar) during scenarios, and accruing persistent bonuses?

    Similar to the various persistent bonuses in Age of Empires Online, or the commander levels for Starcraft 2 co-op. I feel this sort of thing enhances the player feeling of achievement when playing the game.

    For 0 A.D., it might be better to keep such bonuses for single player only (and stored locally), so that the server does not need to keep track of that for players, and so that competitive multiplayer isn't affected by this.

  9. 5 minutes ago, Stan` said:

    Did you use mozilla build starting from a 32bit msvc command prompt.

    I just started "start-shell.bat", since the "start-shell-msvc2015.bat" described in the readme wasn't present. Doing as you say could well fix the issue. I've already deleted the files from my previous attempt, but when I try again I'll do that then.

  10. 16 hours ago, Stan` said:

    @Andrettin Spidermonkey is used by the Pyrogenesis engine to understand the Javascript code we use for map generation gui and simulation and AI. Usually it would be done in LUA but the founders chose Js instead.

     

    4 hours ago, Itms said:

    We are lagging behind SpiderMonkey and the version we use (SpiderMonkey 45) did not support VS2017, as it was released in 2016. (Actually, the code is probably buildable with VS2017, thanks to backwards compatibility, but Mozilla's build system from 2016, needed to build version 45, did not know how to use VS2017 tools)

    Upgrading SM is one of my highest priorities, but it's a lot of work. From SM52 on, VS 2017 will be supported and we'll enable support for it. (and maybe 2019 will work too, since Mozilla's build system hasn't changed significantly between 2017 and now) :)

    Thanks for the info!

    I tried using the latest version of mozilla-build and NSPR, but to no avail: I still got the same error when building NSPR (I didn't even get to building SpiderMonkey itself). I'm clearly doing something wrong, but I'm not sure what...

     

  11. 29 minutes ago, Stan` said:

    Indeed. I have not successfully managed to build Spidermonkey myself sadly. There are instructions on how to do so here though: https://trac.wildfiregames.com/wiki/BuildingWindowsDependencies

    Thanks! I had seen the instructions in the repo, but I haven't got past trying to build NSPR (the "configure" step fails, even with the patch listed in the readme). I've also got some other unrelated errors in the compilation of Pyrogenesis (related to the core CRT).

    What is SpiderMonkey used for, by the way?

  12. 3 hours ago, Stan` said:

    To make it work with VS2017 one has probably to rebuild all the libs for it (the lib. In the libraries folder) (Might also not work with SpiderMonkey) why do you ask?

    It could be tried without though since there hasn't been a big change of ABI. I personally use VS2019 with the VS2015 toolset.

    I also tried meson build but so far have failed to get a working windows build with ninja. It reportedly work with linux though.

    Would that be something you'd like to look into?

     

    I was trying to build the engine, and I managed to do it like you did (using the 2015 toolchain with VS2019), but since VS2017 has been out for a while I wondered why it wasn't an option. Thanks for the info!

    I looked into it, and I got it to work mostly, except that there are unresolved symbols from SpiderMonkey. I guess rebuilding it with VS2017 would fix the issue, though of course that would also take some effort.

     

  13. 8 hours ago, historic_bruno said:

    Not every project uses GitHub. It's quite common for FOSS to have GitHub read-only mirrors for visibility, but direct users to a self-hosted platform for reporting errors and submitting patches. IMO we should only accept GitHub PRs if we're actively using GitHub.  I personally wouldn't want to use GH as a main development hub, since it's controlled by a private company and they could change policies at any time. I like having it as a mirror for reference and for people who are used to GitHub UI, but I like the advantages of having our own main Git repo.  The GH mirror is OK until that time comes.

    GH is controlled by a private company, but AFAIK given how git works (your local copy has the entire repository information) that is not an issue, since if they change their policies to something intolerable, you can just move the repository to be hosted somewhere else.

    I think it would be advantageous to host it in GitHub, considering the excellent UI it possesses (both in the desktop and web versions), which IMO makes development much more convenient.

  14. On 1/4/2019 at 7:04 PM, Imarok said:

    For nearly everything it does not matter whether you use svn or one of our git mirrors. So just choose what you prefer. (The only thing I know, where svn is obligatory, is committing, but that is only needed for staffs)

    Well, yes, but by making contributing less convenient (e.g. by not taking GitHub pull requests) then you turn away potential contributors.

    • Like 1
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