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That's very frustrating By simply disabling pathfinder on turn 0. Best performance gain, while keeping perfect responsiveness of units Intuitive behavior when spamming clicks : units head for the direction where you clicked In MP, a player spamming clicks don't slow the game for all We could make it also even smoother maybe: Turn 0 : Pathfinder disabled Turn 1 : Raw A* pathfinder Turn > 1 : Make some pull the string passes I was planning on making a PR for something like the above but I need to make some more research and also gather stats on real game replays to have an average of the "life time" of a walk order. If a good enough portion of the walk orders are only live for a few turns, then would maybe be worth to implement progressive path refining. I hate that currently units make this hokey cross shape paths...
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If it's my monitor, it'd not be case ONLY with 0AD. Re FPS limit, I have same limit in OpenRA (another RTS) to 55 fps and I don't have any issues. Now I check FPS and it actuallyu drops way below 55, to like 15-20... Now i lowered all Graphics settings to lowest so now 0AD looks like ugly Minecraft Will see how it works for my eyes.
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Ok, I will make it a bit bigger. I think what makes the proportions odd is that I have just one floor/story, but with two levels of elevated ground. The wooden floor were the presses are placed is a little higher than the stone floor. That's why I need the ramp in front of the door. Then there are the two roofes with different elevation. As a result the bigger wing has a height of something in between a one-story-building and a two-story-building. I will figure out a way to fix it. But I don't want to loose the general layout, because it's kind of unique. Different from most of the other buildings, the olive presses are the main part and should somehow be in the middle. So it's not a closed building with props around it, but rather an "open" building with the main props right in the center.
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ok, will scale it by 0.5 or 0.25, I'll see. I could exchange even more ao space for little more geometry: The ground floor is one big quad face, where only the sides are visible. I could spare the unvisible part inside, but this would mean 4 quads instead, so 2 tris -> 8 tris. I think that's worth it.
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Nah that's actually pretty common in games to have a smaller second floor. Something we don't depict though is buildings usually had small doors because they kept the heat better that way.
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