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Showing content with the highest reputation on 2014-04-06 in all areas

  1. The zebu model for the Ox cart is now rigged. Animators feel free to animate I also added vertex groups. Don't know if that will help. EDIT : This one is the right one : Zebu Rigged.7z
    2 points
  2. Have fun animating that ;-)
    2 points
  3. That's in the civ.json file that you need to add "formations/" in front of the available formations for that civ.
    2 points
  4. This thread is for discussions and updates about the SpiderMonkey upgrade to ESR31 I've decided to create a new thread because getting the upgrade to ESR24 into SVN was an important milestone and the previous thread was already quite long. Ticket: 2462 Check it out from my github branch (read the readme!). Short summary what happened so far The upgrade from the old SpiderMonkey version v1.8.5 (released in March 2011) was quite a big task due to the API changes. The conceptual changes (like having a 1to1 releation between global objects and compartments) were the biggest problem. Another problem were inconsistencies and duplication in our own code. The smaller problem were simple API changes. These issues are sorted out now and we can continue with the upgrade to ESR31. Performance We expected a lot from the upgrade to ESR24 because most of the significant SpiderMonkey changes from v1.8.5 to v24 were solely to improve performance. There's a new baseline compiler, a new JIT compiler with enhanced optimization capabilities called Ion Monkey, improved type inference and a lot more. There was a whole team of programmers working on performance improvements over years. The commonly used benchmarks show a big improvement but unfortunately we figured out that this does not improve performance for us and the performance got a little worse with the upgrade. It's not a big secret that these benchmarks get "special care" from the developers of Javascript engines such as SpiderMonkey or V8. Browser market shares are the main factor deciding how much money these companies get from e.g. search providers for adding their search as default entry in the browser. Benchmark performance improvements seem to be important for marketing, which is where the term "benchmarketing" comes from. The benachmarks were originally desigend to be a good representation of real world application performance but now one could say they are not related to real world performance anymore because of all the tuning and benchmark specific optimizations. Still, I trust Mozilla that the fundamental engine changes will also improve performance for embedders like us at some point (and probably they already do). What they did first after integrating big changes like Ion Monkey or Baseline was making sure they don't decrease benchmark performance. Now that this goal is completed they can start fixing performance issues which don't show up in these benchmarks but are important for other applications. H4writer fixed some of these problems we reported during the upgrade to v24 and apparently they continued fixing others in the meantime. ESR31 schedule ESR31 is still in development. We have time until the end of the month to get changes in, so I'm starting early with the work on the upgrade (well, as early as I could). That should also help detecting performance regressions and ease the integration of API changes. The final version should be released in July and I'm aiming for Alpha 17. Exact rooting, moving GC and GGC While upgrading to v31 I'm also working on the transition to exact stack rooting and the support of a moving garbage collection (GC). V31 will probably be the last version supporting conservative stack scanning (the opposite of exact rooting). This change should bring some performance improvements, in theory, but we'll see what happens in practice. This transition will allow us to use features such as generational garbage collection (GGC) and compacting garbage collection in the future. The progress is tracked in #2415. Performance: current status V31 really brings some improvements compared to V24. Unfortunately I can't compare it to v1.8.5 easily anymore. I've used a non-visual replay with 4 aegis bots on the map Oasis 04 over around 15000 turns and measured how long the whole replay takes. This shows the difference more clearly than the graphs I've used before. I've found a bug with incremental GC causing problems with off-thread compilation of JIT code. I've reported the incremental GC problem on the JSAPI channel and they created bug 991820 for it. I've also confirmed once more that disabling garbage collection of JIT code makes a difference. Unfortunately there are currently only functions meant for testing purpose which allow us to do this and I'll ask for a proper solution soon. Here's the comparision with different variations concerning the problems mentioned above:
    1 point
  5. I seem to encounter 2 more last errors (except conversion which I haven't tested yet, no idea how to do so) ERROR: JavaScript error: simulation/components/Attack.js line 399 ReferenceError: ApplyTechModificationsToEntity is not defined Attack.prototype.GetRange@simulation/components/Attack.js:399 BuildingAI.prototype.SetupRangeQuery@simulation/components/BuildingAI.js:106 BuildingAI.prototype.OnOwnershipChanged@simulation/components/BuildingAI.js:40ERROR: Script message handler OnOwnershipChanged failedThe Attack.js file needs to be updated, like the way Sanderd17 said to let changes in the main game have less effect on the mods. And something related to formations: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/Box.xml"ERROR: Failed to load entity template 'Box'ERROR: JavaScript error: simulation/helpers/Commands.js line 1365 TypeError: template is undefined GetFormationRequirements@simulation/helpers/Commands.js:1365 CanMoveEntsIntoFormation@simulation/helpers/Commands.js:1377 GuiInterface.prototype.CanMoveEntsIntoFormation@simulation/components/GuiInterface.js:860 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2020That is likely due to the cause that the formations are moved to a subfolder "simulation/templates/formations/[formation].xml".
    1 point
  6. The Welsh used not a red dragon but a red wyvern they still do Enjoy the Choice
    1 point
  7. Maybe you could start by making it part of the full game so no issue with mods.
    1 point
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