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Showing content with the highest reputation on 2016-05-04 in all areas

  1. Still working on this. So far I have implemented the following changes: When a unit tries to move and is obstructed by another unit, instead of stopping and asking for a short-range path, it will just walk all the way up to the second unit. From there it will attempt to "slide" along the side of the other unit's obstruction square. This "sliding" allows units to walk around each other without having to invoke the short-range pathfinder, which means they don't have to stop and can keep walking. Units only ask for short-term paths if the "sliding" is failing to make progress (unit is stuck and cannot slide). When a unit is following a long-range path, it only attempts to move parallel to the path instead of passing through every waypoint. This reduces the tendency for groups of units to travel single-file over long distances. Units will still follow short-range paths exactly, and will travel to the destination exactly. The combination of these two changes allows groups of units to get moving faster, and as they move they group together much better instead of narrowing to a single-file line. It also improves performance, because the "sliding" dramatically reduces the number of calls to the short-range pathfinder. I tested performance in the "combat demo (huge)" scenario. There are also some bugs where units get stuck - I've been working on figuring out how this happens and preventing it. It happens rarely. There's another issue. The groups of units are still not sticking together closely enough for my liking. They still bump into each other and don't all start moving instantly. To make units move together as closely as Starcraft marines, it will be necessary to have the units in front of the group move first, to open a space so that the ones behind them can walk forward without bumping into them. My plan for that is to let units wait for up to one other unit before they start moving. Here's a scenario illustrating how it would work. Unit A wants to move If A can freely move, it does so, and is finished for this turn. If A is obstructed by a unit B, and B is moving but has not yet moved this turn, then B remembers "A waits for B." Then A is done for now, but will try again later. Now unit B wants to move If B can freely move, it does so. Then B remembers "A waits for B" and tells A to try moving again. Unit A tries to move again (on the same turn, because B told it to try again). If A can freely move, it does so. If A still can't freely move because a unit C obstructs it, then A just moves as far as it can. It will not wait for C; it may wait for only one other unit per turn. However, I don't know if this kind of detailed ordering is possible with the component message passing framework. There is an alternative, which would be to sort units by their distance from the goal, and have units that are closer to their goal move first. However, that has its own problems and might be slower because it's O(n log n) instead of O(n).
    3 points
  2. I agree, just don't know what else there is (yet), I was able to wrap it in setTimeout(updateDiplomacyStats, 100); so I can see ally stats in realtime now. I think it would be great to figure out a way to get elements of Charts package (https://github.com/0ADMods/summary-charts) into Diplomacy for basic monitoring. I am just playing around but what I wanted to do eventually was to have AI swap out A/N/E on it's own.
    2 points
  3. Was not really a guess just seen similar behavior with the vegastrike engine where I am senior forum admin the nouveau driver is good for most older OpenGL apps but it's support for newer OpenGL calls are problematic at best. Enjoy the Choice
    1 point
  4. I'd prefer to wait until I can get another computer to try changing drivers, I have too much work on this system. I'll be back when I have another system to test this. Thank your for your help.
    1 point
  5. Please don't use 1-letter abbreviations. The "A-N-E" is already hard enough to translate (in Dutch, it even translates to "V-N-V", which isn't clear at all). For resources, you have the luck we have icons available for it. Also, you talk about pausing. Almost all dialogs pause the game in single-player mode, but they don't pause the game in multiplayer. And I don't think that showing somewhat outdated stats is an issue for the screen.
    1 point
  6. If it's just to help mods creating content, maybe the art_source repo would be a better fit to upload the dae. I don't think we have to include art in the game that isn't used on any map or by any civ (certainly not if it's considered to be not good enough to be used on a map).
    1 point
  7. I was able to push the popCount/popLimit and resourcesCount in for my allies on the Diplomacy window, but I realize what the real problem here is, on calling GetSimState() or pulling up the diplomacy window you don't want the game (state) to pause and this does not reflect realtime stats, so since I have no dug deeper into what that is about it might be a harder thing to do than I expected.
    1 point
  8. And the reason they need that second UV map that AO stands for ambient occlusion that is the shadows from the ambient light falling on the object so even adding a brick to a mesh changes the shadows.There should lots of video tutorials on bakeing AO maps with blender on YouTube and IIRC Enrique posted one here on the forums a while ago Enjoy the Choice
    1 point
  9. I think Diplo screen need complete redesigning to be the honest. And I like your suggestion. 1. Should not see civs of each player until they have been scouted. 2. Maybe see info about your allies after you have research Cartography (expanding on jonbaier's idea). 3. Tribute needs complete overhaul, the way the buttons work, everything, (and would be nice to have tribute penalty at first that can be remove with tech, like in AOE franchise). 4. Overall the window is too small for new stuff/updated overhaul.
    1 point
  10. What I ended up using for now ... 0ad-autostart-team.patch
    1 point
  11. @Thorfinn the Shallow Minded You know if Europa Barbarorum have good source, because I have plenty of doubts. but here I can found some interesting sources. http://www.europabarbarorum.com/links.html I mean we need prove the sources are you suggested first.
    1 point
  12. I think your definition big temple is smaller than my big temple. haha, well this was a fun way to spend a Saturday, at least. I would love to squeeze in some fountains, but I'm already really pushing the wonder size limit...
    1 point
  13. While not the size of a modern farm, even ancient farms were large, especially when compare to a house or even barrack. Some farms employ hundred of slaves.
    1 point
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