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Showing content with the highest reputation on 2020-02-13 in all areas

  1. Hello everyone, This year and for the past three years 0 A.D. was holding a stand at the FOSDEM. Like every time, it was a very great experience for me, and I was happy to be able to join @Itms, @plumo, @implodedok, @FeXoR, @bb_, @Imarok, @vladislavbelov and @fabio in this adventure. This year was a bit special because I got to co-host a game dev room with the guys at Godot thanks to Akien and Straton and of course to all the people I convinced to give talks and the people that attended said talks. I think the dev room was an overall positive experience so it's great! You can find the videos here. Our room was K.3.201. Some videos might not have been uploaded yet. There were a lot of interesting talks, especially the one about the Spring engine going to Steam. I got to talk a bit with the guys at the GSOC stand and they apparently knew us, so maybe we'll be more lucky this year. I got to meet a lot of people for the first time, some of the above team members, but also @Krinkle, @balduin. I also met @oSoMoN with who we discussed a potential better usage of the Snap Packages for 0 A.D. The idea would be to offer special features to be tested as snap packages on something like Kiwit CMS. By using this specific platform we would be able to set up test scenarios for things not covered by CI and unit tests. I also had the great honor to meet with Ton Roosendal (the CEO of Blender) and Dalai Felinto. We had an informal chat at our stand about our usage of Blender. Bernard Tyers asked me to give a talk at the design dev room next year and I think I'm gonna deliver. The Raspberry Pi 4 I brought had quite a nice success as it caught the eye and people were amazed that it could run on such a low end device. A few people were interested in helping out. We are looking forward to hearing from them. Thanks for all the people who gave us donations! For those who paid for music CDs I hope you'll enjoy them. For those that could not get one you can grab it here. See you all next year, or at the next FLOSS event that we will attend which will likely be JDLL in Lyon, France.
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  2. I often leave the lobby open between games and find the constant tag-spam quite frustrating. Is it possible to place a limit on the number of names an account can tag in a 10 minute period, or perhaps disable the alert if the same person pings you twice within a 2 minute period. I've put some screenshots in to show the kind of spam I mean.
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  3. That's an Easter egg. Noldor → J. R. R. Tolkien → Quenya (which I had to look up). As in Classical Latin, c means /k/ in all positions. Mankar Cirya would be pronounced /mankar kirja/. Yes, unfortunately there are many inconsistencies present in 0 A.D. Ideally all Mauryan specific names would be in the International Alphabet of Sanskrit Transliteration (IAST), thus Aśvārahogaṇaḥ, not Aswarahoganah or something else. What is needed is someone with knowledge of Sanskrit to check and correct the current specific names. Elsewhere (generic names etc.) things would be Anglicized; e.g. `maur_hero_ashoka.xml`: <GenericName>Ashoka the Great</GenericName> <SpecificName>Aśoka Devānāmpriya</SpecificName>
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  4. https://www.facebook.com/samara.parcarcheologique/ Photos:
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  5. Thank you for your replies. It is nice to see that work is being done on the issue, really looking forward to the next alphas. In the meantime I will be sure to take your remarks into account when hosting games Boudica. I already limit population caps and map sizes, but never thought about tree quantities and the like.
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  6. Option to show less info in the statistic panel ? (like only phase, pop and res)
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  7. The lag can be made bearable by avoiding some match setting options: High population limit. I remember times when the population cap of 150 was the norm for 4 vs. 4 games. Lower population games teach players how to cooperate better and they aren't any less fun. What isn't fun is when the game starts running at a third of its normal pace. Maps with a big amount of trees. Too many trees are hard for both the pathfinder algorithm and the renderer. When you select from Random maps, which are popular among advanced players, you can typically select a biome that is easier for the CPU. At least avoid the Tropical biome, or try going for Savanna and Desert options to be sure. Large map sizes. Again, I can remember times when we used Medium map size for eight player games. Yes, the strategy is a bit different, but it still isn't unfair to anyone and it isn't any less fun. You avoid situations when an ally dies too fast and you are unable to come help because of the huge distance. When you consider how much fun even a tiny map 4 vs. 4 game can be (those are called pizzas and the real pros love those), I don't see a reason to consider the smaller map size as limiting. Maps with many obstacles and impassable areas. Units can get stuck on the choke points and it's not generally easy for the pathfinder when there are too many units at one place. Thinking about it, there are quite a few known ways to reduce the lag, which makes me ask why we play with lag settings so often. I guess having a fast game isn't a real priority for quite a lot of hosts. It's similar to the typical lobby waiting time. People don't care that 20 minutes pass and the game hasn't yet started. I don't really know who introduced these norms.
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  8. I made this poll because I’ve always thought that the current market for the Iberian faction lacks a certain recognisability, and even after all these years, I still sometimes struggle to quickly find my allies’ Iberian market in a competitive match. In my opinion it’s a little too small, and looks more like a single market stall, than an actual market. A few years ago Stan` made a new Iberian market, but was not committed. I rather like that market, and decided to ask the community their opinion on the matter. The current Ibrian Market ("Old"): The "New" Iberian market by Stan`: https://skfb.ly/6Qvv9
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  9. Yes it's a general issue of the game. The speed of the game is conditionned in multiplayer by the slowest computer in the bunch. The game is a CPU intensive task which is mostly mono threaded ( As in not able to use more than one CPU core) Since in MP all the clients compute the game the AIs and whatnot on their own they have to sync regularly so the slowest computer defines the pace. Also in MP "turns" are slower than in SP (200ms per turn vs 500ms) I believe I answred most of it in the above post. There is some work being done to improve things for A24 mainly threading the pathfinder and the networking and @vladislavbelov is working on making the renderer a bit faster. (The renderer is also a bottleneck) Welcome to the forums @2fftr
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  10. Latest Activity: Version from 12.02.2020: (Player/Observer List InGame overlay fix) fgod.exp.1581540040.pyromod
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  11. Yes, it very much is. The last commit for the current stable (A23) was 21946; work on the next (A24) started on 26 December 2018. Right now we're at 23493, which means there have been 1547 commits in the past 14 months.
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  13. This Add-on allows generating a UV for multiple objects with one click. Pretty useful when it comes to baking things that use a bunch of props.
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  14. Hey nani, you know me. I can't go without your mod now.
    1 point
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