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Showing content with the highest reputation on 2019-02-27 in all areas
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Clearly, yes. Shapes are shared by a lot of cultures. In fact the oval and ovalish shields are probably from the Italics and the Etruscans, and got adopted by the Celts during the 6th century BC at the end of the Hallstatt culture. Iberians started to use much more the oval shields because of the Carthaginian, Roman and Celtic influence. The thureos from the Greeks could come from an inspiration took from their experience with Italic and Celtic mercenaries during the 5th and 4th century BC and the following Gallic invasion in the 3rd century BC. The shield bosses are more distinctive between the cultures but some can easily be shared.3 points
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I didn't dig too deep into the tutorials yet because I am hoping this might actually be a quick, easy, down and dirty thing that someone would know the answer to. I was finally getting a decent game going tonight when it crashed on me just now (yay!), which is when I discovered that autosave is not something that is implemented in the game. I noticed that mods incorporate Javascript, and I know that native Javascript has the ability to utilize timers. Is there a way to set a timer to autosave the game every 60 seconds? I am not even worried about incremental saves that would allow me to roll back a game, I am strictly speaking in terms of being able to recover from a crash. Since the game is still in development I am guessing this could be hugely beneficial to have. Thanks! -Michael2 points
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We can't distinguish how fast it actually runs, this gamespeed number is an upper limit. Also the rendering is cut to 1 frame per simulation update when doing signficant fast-forwards. Running a non-visual replay with one and multiple threads would provide a comparison. Threading indeed won't solve the slow algorithm (laptops with only one core won't benefit), nor is the problem related in any way to networking code. It's just that the pathfinding is too slow, burns too much CPU cyles, with threading the other cores burn too many cycles more equally. It will make the CPU fan more noisy I suppose, but it should probably still be done (and then the algorithm improvements on top of that).2 points
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2 points
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I made a map, I would like to know if you can put it in the game, if you want to try to see it's, I leave the file. The map is a mini European campaign in Scenery. Sorry for my english. Europe V.pmp Europe V.xml1 point
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If I set the poll up correctly then it will be ending tonight (about 6 and 1/2 hours). There's still time to vote if you did not.1 point
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I confirm that this should be doable in Javascript only, and actually we would be happy to have this in the main game, so we'd rather have a patch that a mod I think that what you discovered about quickloading is not intended behavior. Quick save/load is supposed to be useful in case of crashes... So yeah, patch welcome!1 point
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I just tried it ( to make sure): quicksaving doesn't add an entry in the list for loadable games. I strongly support the wish for an autosave feature!1 point
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Thats all i needed to know, then would rename all the files properly later.1 point
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What you're seeing there is just the polygons used for rendering. However we do have a "terrain tile" system, which are the same size as every ground-rectangle you see above. Pathfinding takes places on a 4x more precise "pathfinding grid", which has 16 squares per terrain tile.1 point
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The main problem for me is that I have a high end computer so I can't test that much ^^ But yeah their quality is less. Though it's not that bad is it ? Only when you really zoom.1 point
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I'm interested if this find is of any resource to any programmers who might still be developing. Pathfinding and why we hit this lag one large maps with large amounts of units has perplexed staff since inception, and similarly perplexes programmers who have joined in their attempts to solve it. Despite computers being some 10-20 times faster than they were when the engine was first being developed, the pathfinding remains bottlenecked by some thread or function even today. Its clearly not an issue of a computer's performance. When the engine was first designed we were making it work on a pentium 2 and a 64mb geforce MX graphics card as minimum system requirement ! My guess is the interplay between the way commands are scheduled within the game and the net code that communicates it to the clients. But then again I'm not a programmer. I remember at one point we had interviewed some of Ensemble Studio's (Age of Empires devs) programmers for how they built their pathfinding system. But here we are, with the majority of the contributors on the project being in areas other than high level code and programming, the issue remains ripe for someone capable of tackling this. We have had extremely tallented coders on the project in the past, but their numbers were in the handfuls and they all end up with serious day jobs one way or another where there is no time to do similar work for free at the end of the day. This is not a bad thing and in my opinion is normal and rational, all who work on the game did so for the experience of it and to learn how to do this. The team at its inception was a modding group for age of kings, not a developer. I think all it takes is reviewing the game's source code from the ground up, which due to so many contributors over the years, is not the easiest process. Though I'm convinced its not an impossible issue for someone who wants the credit and the glory of solving this bug. The source code is publicly available. https://sourceforge.net/projects/zero-ad/ I doubt a multie-threaded application will solve the pathfinding since I don't believe the issue is with computational power, but rather communication within different parts of the game's engine with one area "waiting" for a response from another thread which is performing poorly and is not optimized well for its simple task. A modern CPU today can for sure handle pathfinding for 500 units at 60 frames per second in real time...it did back in 1997.... The topic however is very interesting and worth studying, the future of gaming and Direct X 12 will be multi threaded and parallel processed. Someone with tallent will come along and work magic here. Its an excellent credit to get your foot in the game industry. There were a handful of people from the beginning that used their experience with 0ad to get an entry into the game industry or a related job, myself included.1 point
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This is like a ruler to help us measure the size of objects, use as reference to see the game's "tiles" that is built of, and to make sure the 3d models are correctly lining up with their intended size and footprint within the game. I.e. a unit takes up 1x1 tiles, a house 3x3 a town center 8x8 or whatever it happens to be per the design documents. In 3d software (at the time 3dstudio max) we'd have a similar ruler setup in our modeling environment so that we are exporting the models at the correct size for the game and making sure the scale is consistent between art assets.1 point
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Or if trees are made using leaf's and branches as props and later use geometry instancing, certanly trees can't become 100% low poly because flora is the visual core on maps, i mean ugly land textures + ugly flora = The new Flat AoE copy.1 point
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Not completely, I saw it when I was testing the patch last time. I need to retest it. Could you attach you map and graphics settings? We'll test the bug and on your map.1 point
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One can also set Omnidirectional in the SoundGroup with stereo files. Good job Lion.Kanzen, awesome sound!1 point
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Performance has had noticeable increase since the past 2-3 alpha release. It's getting better. Pathfinding and AI is still bottleneck.1 point