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Showing content with the highest reputation on 2012-10-17 in all areas

  1. Should make a community event. For other games I've played, groups of small communities would play a drawn campaign map in the forums, and post where they move their pieces. I think we should try coming up with something. Say we play Lacadaemons versus Athenians, and players sign up to play under different civilizations. Hold games between players, and then record wins or losses that will affect the map.
    1 point
  2. agreed. of anything that's been cut, triggers should be reinstated, if for no other reason than so a learning campaign can be included, with other campaigns being included in subsequent patches
    1 point
  3. I don't like social media integration. So if anyone implements it: please add an option (or better a build-switch) to completely disable it or remove it from the build. I'm sorry if it sounds harsh, but I don't like how social media is present everywhere.
    1 point
  4. Please just keep it like AOE 2. Of course that combat system can be improved too. You also have to realize that what looks cool is often times not the best for rts play, especially competitive (non scenario, high level 1v1 or 2v2) rts play.
    1 point
  5. historic, what you are saying makes sense and I think I agree. It doesn't really matter what solution we choose, as long as we don't prevent anyone from modding the game in ways we didn't expect. Anyway, back to this bug report. The error is reported on line 160 of pathplacer.js. The problem function looks like a variation of the Bresenham algorithm for creating paths (I think), and the error occurs on this line: retVec.push(new PointXZ(x, z)); which simply adds a 2D point to a variable-sized array. Inspecting the array before the crash on the Alpine* maps (with a "very large" map size), I get a size in excess of 500k points! For reference, a "very large" map is 448 tiles wide, so there are no more than 200k points in the map, so there's something weird going on there. Moreover, the function seems to be called several times with gradually-increasing path sizes, which is definitely something that could result in OOM errors with a non-compacting GC. So, either it's something wrong with the algorithm, and it needs to be fixed, or, the 500k+ points are actually correct output, and the function should be changed to return the path one segment at a time to reduce memory usage (i.e. turn it into an object or closure or similar). Who's the maintainer of the RM scripts, btw? Spahbod?
    1 point
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