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Showing content with the highest reputation on 2018-12-21 in all areas

  1. Coming soon to Terra Magna.
    5 points
  2. Hopefully by Christmas.
    2 points
  3. How we get the patch? How to incorporate to our game? I’m using the Mac OS rebundle these days. Tonight im available if it works on me. Humnn that’s hard to build on Mac for me (svn).
    1 point
  4. SALVEESTEGOFERRVMAVGVSTVSPRINCEPSROMANVM The neo Roman empire of the cyberworld is back with a new mod! A hardcore realism/strategy mod inspired by total war and the likes, for example there will be a bigger focus on capturing premade buildings in a map then literally building a set of city walls in 5 minutes. I intend to look for help from the community and from my roman style gaming community to be able to finish this very ambitious mod. The mod will be a fork of this masterpiece: as many of the planned features already exist there. This mod will: Have a heavy emphasis on friendly fire similar to total war, so one must be careful where their volley of archers shoots Have a heavy emphasis on battalion warfare, and it is planned for most units to be always in battalions (some new units are planned like patrol guardsmen that can walk around the city as single units, and scouts being able to be single units, etc) Have very strong buildings but more restrictive construction (similar to total war) so instead of building many buildings you will want to capture them, and battles will be more like: either fought in the wilderness where it is mainly just troops and temporary constrcutions (army camp will probably be cc there), defense battles similar to the OG total war games like this battle: Will try to add in some kind of supply lines feature and starving units, and also if possible a morale feature represented by some hacky method where when it reaches low it forces unit to be on the "fleeing" passive mode versions the animals that run away from you ingame are set to https://github.com/roman-modding-team https://discord.gg/vv5aWEn https://github.com/roman-modding-team/0ad-gameplay-mode
    1 point
  5. I've just confirmed that MD5 hashes of final state of replays match when using different number of threads and different platforms (tested windows and linux). Tested with 10 different replays. This is already safe enough to play a multiplayer game. Thank you Feldfeld Anyone else would like to play? EDIT: I've created a topic for this
    1 point
  6. > You might have a point. I'm not familiar enough with other software projects to know how they handle this in their respective build systems. Well I guess the majority of projects today uses cmake and ExternalProject_Add() : https://cmake.org/cmake/help/latest/module/ExternalProject.html I ve seen CMake capable to download/clone/pull the dep, unarchive, build, install and automatically setup linking for the main project to link with the sub external projects. > I m afraid real life commitments (eg. work) are going to take my focus for the next couple of days, so good luck. It looks like 0ad build system has accumulated too much technical debt. I prefer to wait for you to be back. Perhaps to be continued.
    1 point
  7. This in not off-topic (well, actually second page of this topic isn't about GA* at all... but I mean it isn't off topic in comparison with other posts on second page). Actually default number of threads that wraitii implemented in his code was 2*(number_of_cores-1). And experiments shown that it's true. Actually I've achieved best results when using 6 and 7 threads (I'm on 4-core CPU). Well, there are also other threads, not only main and pathfinding.
    1 point
  8. I've just combined D14 with D53 and result is even better. I've attached the patch and a quite heavy replay so you can test it yourself. Try running it with multithreading disabled (set number of threads to 0), and enabled (experiment with number of threads, typically optimal value is 2*(number_of_cores - 1)). You will get out of sync error if you run replay with original version of the game so you have to run it with this patch. Notify me if you have any problems with compiling or running the patch. Also would be nice if anyone would like to play a multiplayer game with me using this patch. pathfinderupdate.patch 2018-12-19_0007.zip
    1 point
  9. @wraitii "doing it kinda dangerously is very easy and I have a patch for it on Phabricator somewhere". Well, I've updated* your patch so it compiles on latest version. And I must admit I was quite surprised with the result. It really significantly decreased amount of lags for single player game. However when I tried to open replay took with original version, I got out of sync error. (actually not a suprise) However there were no problems when I've played a multiplayer game over LAN. Even when using different amount of worker threads for each game instance. Not only that there were no problems, while there were still some lags in single player game, in multiplayer game lags actually disappeared. 3 players, 1500 units fighting in the center of map, 46 FPS and almost no lags (almost means that there still were some lags, but they were almost unnoticeable). 2 instances of the game running at computer with intel i5-7300 and NVIDIA GTX 1050 8GB RAM, and 1 instance running at computer with intel i5-5th gen and NVIDIA GTS 450 8GB RAM. When I recreated this situation with original version of the game, lags were so huge that game was almost unplayable. I've added option in settings, so players can change amount of worker threads (I actually used it just for debugging purposes, probably not needed for end users). I haven't noticed any problems with determinism in this one game. I've uploaded it back to D14. Oh, and I only tested it on linux, but I think it should work on other platforms too. I'm now thinking about more safe version, since it would be very nice to save such speedup. * 'updated'... hmm... actually changed a few lines....
    1 point
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