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Showing content with the highest reputation on 2019-04-19 in all areas
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6 points
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The question is whether the purposes of the two IRC chat rooms are the same as the purpose of the chat room requested. I'm familiar with the purpose of #0ad-dev, but not sure about #0ad yet. If there is a much bigger crowd joining an existing or new room (especially players) may require additional moderation. So the question is, what exactly do intend to use the Discord room for? Voice chat? Organizing matches? Discussing features and balancing? Chatting during the game? One might also consider bridging the multiplayer lobby with Discord if the purposes lie more within the lobby chat than the IRC chat. There must be a clear purpose analysis so that we can deliver what is wanted and adapt the circumstances to achieve these purposes.3 points
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So 96% Multithreading → We don't have Navigation Meshes → We don't have Lods → We don't have Advanced Particles → We don't have. Instancing → We don't have3 points
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We use an ECS. Each of the object in the game have a bunch of components. A health component, a UnitAI component a sound Component etc. The title of the video is a bit misleading. What they do is optimize the scene on the fly using LODs (Which we don't have and are also Components (One could add that component to every entity and switch meshes on the fly depending on the zoom level)) GL optimizations (which we can't use because of the old opengl version) Multithreading which we only partially have. And finally they optimize stuff for platforms.3 points
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Okey, I checked the buildings costs and seems that they were almost unified. If I remember well, towers, fortress and barracks had different cost of stone and wood between civs (@wowgetoffyourcellphone, I'm right?). I think that now only barracks (except Iberian towers, that are special) have random values in their prices: - "Standard" price: 150 wood 150 stone, athens, carthaginians, spartans, kushites, macedonians, seleucids - "Wood" price: 300 wood, gauls, britons, mauryans, persians - "More stone" price: 100 wood 200 stone: romans, ptolemies, iberians Then we have the small/large houses: iberians, celts, britons, mauryans and ptolomies have small and cheaper houses of 5 pop, while others have large ones with 10. Disadvantages and advantages should follow a civilization design, and right now it's pretty random. Ptolomies have free buildings because a straight copy of AoM, not because some heavy design. Of course I agree on asymmetric balance (I have written in the forums for years!), but with some idea behind.3 points
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Hello, is it possible to implement ECS for 0A.D ? https://en.wikipedia.org/wiki/Entity_component_system Can it fix the lag issue (AI pathfinding )?2 points
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Why are they handy? Because they have 2-3 less arguments than createObjectGroups and thus benefit from information hiding? I think that would be a fallacy, because the hidden hardcoded magic numbers are not universally true for all maps but may vary a lot. So hiding these values only makes it harder to determine if the values are appropriate. (The other aspect is that the name "createMines", "createFood", "createForests" are nice to read, than 3 times "createObjectGroups", but that doesn't imply that this label has to be present in the name of the called function. Above every createObjectGroups statement should be one logger call that stores this information.) One can obtain this information for all tiles in one picture by painting the constraints in very noticeable colors (and possibly not placing any entities): (We should put such practices into a Wiki Random Map Guideline, but one has to be in the rmgen rabbithole to recall all of these practices.) Guess I need to compile the game (want to know the playable area vs. gamesetup player intent area).2 points
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It was originally a French word used in the sense of "editing" and is being used as a euphemism for "censoring" among English speakers. Long live the doublespeak In German, we call a newspaper editor a "Redakteur" too. /end2 points
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Thanks guys. Appropriate files attached to original post. Many thanks to 'nani' and 'ValihrAnt' - wouldn't ever have uploaded otherwise. Also thanks to 'coworotel' et al.2 points
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I think the map looks gorgeous... Nice work @nani! I also think that about half of the outer most ring of water is essentially wasted space that could be better used to recreate the much larger grassy transition between the forrest and the beach, like in your first post, but with more jagged edges like in your second post. It just feels a bit weird to build a town on the beach, and the Iberian starting walls and those mines extending into the sea look and feel a lot like a bug. There would still be more than enough space for large naval battles. Either way, the map looks absolutely lovely2 points
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Actually there is. Currently we are redacting the Privacy Policy and the terms of service for it. @Itms and @elexis are on it.2 points
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Map area: "maxRadius": () => fractionToTiles(0.5 * 0.65), 0.10 -> 0.1 new ClumpPlacer(diskArea(volcano.maxRadius * 0.3), 0.10, 0.005, Infinity, volcano.position), -> If you move these constants to the top, then you'll get an overview of where the different areas begin, so makes it easy to change things in retrospect. For example: widthVolcano = 20% widthForest = 20% widthBeach = 10% widthCoral = 10% widthWater = 40% As I don't have the exact numbers (one could also count with a wireframe mode enabled view), I can't tell exactly how much area is usable, but I suspect that if we look at only one dimension (line from center to radius), it's somewhere like 20% volcano, 30% land, 20% water that is used for naval warfare and 30% water that is never moved to unless someone wants to hide the last woman. But since the area is square, the outer 20% of water span much more maparea than the inner 20% (volcano) of that line. Basically I presume that naval battle will occur approximately only within the area of corrals, and the rest will not be played so much. What mapsize is that screenshot? Large? The shape of the volcano is very appealing. Impassable entities: I suspect units won't be able to chop the trees at the top of the volcano. If that's actually the case, or if you don't know and don't shy away from adding protection, you can add a SlopeConstraint to filter to steep terrain. You can place visualactors instead of entities on the impassable terrain if visually needed or useful. Deprecated functions: Notice createDecoration, createMines rely on a defect, deprecated function. The broken function can only be fixed if all maps don't rely on the defect anymore to achieve the desired entity distribution. Fixing the defect means having to do the entity distribution for all maps with calls to these functions from scratch again. So new maps shouldn't introduce calls to these functions: #4695. Other than that, some of these functions (IIRC createFood, createMines,...) are not much more than an alias to createObjectGroups with (hidden and hardcoded, sometimes undesirable) values. So I came to the conclusion that these aliases bring more harm than good and should be removed in favor of calling createObjectGroups directly (#4989). I can only assume that these functions were made for the purposes of either fabricating maps at the cost of waiving artistic freedom and consideration or based on the false, or at least not universally true presumption that entities are placed the same way on all maps.2 points
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Can you have been temporarily banned because of the following reasons ? Bad language, Multiple accounts,2 points
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https://trac.wildfiregames.com/wiki/SimulationArchitecture https://trac.wildfiregames.com/wiki/Entity https://trac.wildfiregames.com/wiki/SimulationRequirements Edit: The performance they get is amazing. Even with logarithmic cost data structures, level-of-detail variants and the well maintained unity renderer I have trouble explaining myself how they can run this scene on a mobile phone.2 points
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There is not only that, Unity uses components from the beginning, but the ECS system is very recent. The difference with the new system is that it is implemented using the Data Oriented paradigm. It is mostly a bunch of good practices that go against a lot of bad habits that OOP tend to give, and that drive performance down. For example, virtual functions is not good to use everywhere, it has a performance cost, a tiny one, but that scales when used for every function every frame. It is quite hard to learn, because it needs to shift our mindset, but it gives a lot of advantages : better performance, but also simpler code with no side effect, and way easier to multithread... And it makes also lodding easier. This book explains it perfectly (but is quite technical though) http://www.dataorienteddesign.com/dodbook/ The problem of that paradigm is that it needs to shift the way we think about entities, and would need a lot of refactoring to implement. But it is possible to isolate portions of code that are slow and optimise it, so it can be done step by step.2 points
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Maybe some areas of grass could be carved out of some spots of forest to allow for different beach transitions and more variety. Perhaps the island could be more irregular to allow for more interesting shoreline shapes like the nice crescent cove in that photo. Some of this could be directly added into the island shape, and some could be implemented in offshore sandbars or other features. Imagine building a tower on a coastal rock. It's up to you. It's a nice map either way. Be careful with the number of trees and the amount of smoke. Back when I had a graphics card installed and I loaded the current gray volcano map, I could directly control the fan speed by just moving the camera on and off of the smoke particles.2 points
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@stico You might also be interested in this highly anticipated mod project.1 point
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Thank you ! glad you enjoy the mod, and thanks for the screenshots.1 point
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I stole the nomads art from Terra Magna and the player played on an unfinished map. But thanks!1 point
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@coworotel yes/no. I already saw it happen while I was doing the map, I don't think is really a dealbreaker. So yes, intended.1 point
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Your ideas are nice but would be hard to code it right with the current map and I'm not up to it ... maybe in some future map.1 point
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The forests end a bit abruptly, the grass transition wasn't so bad. I suspect there should be rocks, cliff actors and little bumps at the beaches? Also suspecting that the map has too much area of water. At least the outer circle of the island won't be of much relevance (unless there are some attractions like islands or valuable resources) and thus players would never travel there. Then one can use more of the map for the island. (Other than the purpose maximization of the tiles, there is also the expectation of playable map area from other maps. "Normal" mapsize is large on one kind of map and too small of the other kind of map.)1 point
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@Scarecrow do you mind if it is included in the Community Maps mod?1 point
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That would be very bad, some civs need to be different to have certain advantages and disadvantages leaving diverse building costs makes some civs have advantage like especially the ptolemies who have no house cost because they need fast pop growth to make metal production cause you need metal unless you want an army of women and sprearmen/pikeman.1 point
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we must follow this path creating more coherence (logical) and simplistic way. more realistic but logical: mining , farming , building , kill most of Aoe memes.1 point
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Thanks, I'll send you a file with all their blender/textures files when they're all done.1 point
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I'm from Colombia. My first language is Spanish. I'm a trance music lover who have a soft spot for bass. Thus my nickname: Basshunter1 point
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Now that's gorgeous ! Great work mate ! Some more comments 1. This looks a bit weird is that buggy alpha ? 2. Can you try to increase the saturation of the red berries bush ? They have to stand a bit more out in order to be clearly identifiable Hopefully not too unrealistic because I really like those as is. 3. Maybe more geometry or a different angle ? 31 point
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At the moment I don't have a Github repository, but will likely start one in the future when finishing the Teutonic Order Faction and the game play design.1 point
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Thanks for the feed back, I'll defiantly toon it down with the textures being over saturated.1 point
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Hi. Are technologies even supposed to be researched in Phase 1? They are hilarious in cost.1 point