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  1. -Aquí , otro boceto mejorado para las Murallas lusitanas, Murallas; (vista frontal) (vista trasera) Disculpen las molestias*
    2 points
  2. Hey, Thanks a lot for the coding offer! For the technical part, while I understand most of it I'll let @wraitii and @vladislavbelov tell you whether it's a good idea or even applicable to the current architecture. Yes the threading patch for the pathfinder is still open, and there is still a long way in optimizing it. https://code.wildfiregames.com/D14 (Pathfinder Threading) We might need a thread pool for this and to rethink our entire usage of threads. https://trac.wildfiregames.com/ticket/3290(Enabling the JPS cache for the pathfinder) https://trac.wildfiregames.com/wiki/GSOC_Ideas (Some ideas for C++projects) We recently merged https://code.wildfiregames.com/D2848 for which you might have some interesting suggestions. First I think you need to familiarize yourself with the contribution process. I'd suggest you to get the source code and trying hacking it around. See wiki:BuildInstructions Then I'd suggest you'd look into the contribution process wiki:SubmittingPatches as it might be a bit surprising to you, namingly the usage of Phabricator wiki:Phabricator If you're interested in SIMD as well, we had some trouble with MSVC doing a crappy job at vectorizing so we have patch like this one lying around D2857 and that forces us to keep some code as depicted in https://code.wildfiregames.com/D3212 It's one of the special maps where there are triggers. @FeXoR or @Freagarach might be able to do more about it. Please feel free to reach out to me, or to us on irc #0ad-dev channel. You seem to be on a different timezone, but we read the logs at irclogs.wildfiregames.com/ so you can ask your questions there and we'll respond when we can.
    2 points
  3. lusitanos chronology by the history museum of extremadura https://www.timetoast.com/timelines/edad-antigua-en-extremadura history summary https://elblogdeacebedo.blogspot.com/2017/08/el-origen-de-la-cultura-celta.html?spref=pi viriato monument Iberian fortress never used and it seems that it was created to demonstrate the power of a leader would serve as a wonder In the following days I will be putting more in my thread, so as not to saturate the other with existing information
    1 point
  4. Perhaps backward normals or just plain old missing faces.
    1 point
  5. A monumental fortress would be an awesome Wonder for the Lusitanians.
    1 point
  6. Por el último de hoy pero no menos importante ; -(Boceto) Puerto lusitano; (vista frontal) (vista trasera) Disculpen las molestias*
    1 point
  7. It will focus on Lusitanians, but as I will add sources and history of the Iberian Peninsula, some Iberians and Celts will enter the peninsula later I want to put some important ballatas that I liked because the armies had to take extreme measures to gain examples: Numantia, Masada, Hadrian's battle and the history of Hadrian's wall, Carthage's entry into Rome and some more that I don't remember Even if it would be better to do another off topic of those battles mmmm google translate talke for me T.T
    1 point
  8. Buenos día/tardes -Aquí les presento otro boceto sobre el Templo Lusitano; Templo Lusitano (vista frontal) (vista trasera) Disculpen las molestias*
    1 point
  9. I think the main area in the simulation where memory fragmentation matters is the Sim components. Right now they're basically random, and we can do much better. Threading in general isn't that easy because the game's architecture assumes that everything can be modified mostly at any time. There are a few things that don't (namely the pathfinder is 'easily' threadable), but most things are.
    1 point
  10. For our case we need to reorder high-level operations first to make it significantly faster. It works mostly for relatively simple operations, any non-intuitive logic might break compiler's optimization. We have code local threads, but we want to have a task manager (thread pool) to remove such local management.
    1 point
  11. Another thing that could be done to vastly improve the game difficulty is to make wild animals easier to kill. I just started a game (Alpine Mountains (3) at Very Easy), with one enemy and one ally. After only 2 or 3 minutes, I've already lost the game, for all intents and purposes, because of the ridiculous amounts of time I have to devote to keep my calvary alive while fighting dozens of wolves; I haven't done anything at all to grow my colony; any map where there's wolves or tigers or lions are basically maps where a beginner is GUARANTEED to lose. The outcome is 100% predetermined. I have to manually retreat and attack again roughtly 4 to 6 times for each wolf; it takes forever and I can't deal with production and units and research while doing that; or have an option for no wild animals, perhaps; I HATE THEM, personally; I don't see what they add to the game, except frustration. EDIT: Please see my previous post also; the last post in previous page. That one is a coding offer. EDIT2: Started another game, another map. In this one, right at the start of the game, I get a Roman soldier out of nowhere and killed half my women in the time it took me to figure out WHAT was attacking me WHERE; I could not even see the attack; only hear the horn. Exit game again. It is pointless... Perhaps it is true that using an allied AI should make things easier; but to have an allied AI you have to use a 3-player map, and so far the 3-player maps are all impossible to play. The first one I tried did not have enough flat terrain to build farms. The second was infested with wolves. The third one has passing Roman soldiers that totally destroy you from the start.... This is entirely pointless. Let me guess: Things like wolves and random Roman soldiers are parts of the map. Right? So they fall out of the jurisdiction of game difficulty setting? Not good... If you want to make magical maps, maps owned and operated by Gaia, you have to make them customizable, and hook Gaia into the game settings.
    1 point
  12. Buenos días/Buenas tardes -Aquí les presento otro boceto sobre el Centro Urbano lusitano; Centro Urbano lusitano -¿Civil Centre? (vista frontal) (vista trasera) Disculpen las molestias*
    1 point
  13. Buenos días/tardes Aquí les presento el boceto mejorado para las barracas/cuartel lusitanas ; -Modelo de Barracas/cuartel lusitanas; (Vista frontal) (vista trasera) Disculpen las molestias *
    1 point
  14. I got a compile failure today after fetching the latest SVN (r24351). I ran clean-workspaces.sh and ./update-workspaces.sh --with-system-nvtt, then make in the gcc folder. System: Linux Mint based on Ubuntu Focal (20.04). gcc (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0 ==== Building network (release) ==== Creating obj/network_Release precompiled.h In file included from ../../../source/lib/precompiled.h:111, from ../../../source/pch/network/precompiled.h:19: ../../../source/ps/CLogger.h:28:10: fatal error: fmt/printf.h: No such file or directory 28 | #include <fmt/printf.h> | ^~~~~~~~~~~~~~ compilation terminated.
    1 point
  15. You need to install "libfmt-dev". The build instructions were updated a few days ago. Maybe you should check the other dependencies too. https://trac.wildfiregames.com/wiki/BuildInstructions
    1 point
  16. Nescio brought up a few really good points earlier that I wanted to explore in greater depth. I started a private conversation with them about it, but since our topics touched on some questions of general interest we agreed it might be better to continue things on the public forum instead (if anyone is still interested). Is there a preferred terminology then for the general durability of armament? I know there are some culture specific terms such as hoplite and cataphract that get to that idea. However, I think there is value in distinguishing the gameplay abstraction of armor strength for the historical metaphor it is supposed to represent. Perhaps you disagree though? By my own standard of evidence, armor strength was apparently not so big a deal in the ancient world. My sources aren't great for this: mostly just comparing modern footage of archers, javelin throwers, and slingers at target practice. I do think your comparison above is somewhat unfair to the spear. At a similar granularity of action, I think slinging a stone and loosing an arrow are both about 9 distinct steps. Still it may be that you are right about the sling being as fast or faster than the spear when the aim is range and accuracy. (I feel pretty confident about the bow is the slowest of the three, although not by a tremendous amount.) Do you have any thoughts on where one could find authoritative sources about this? I think this gets to the root of our pseudo-disagreement. To me, these emergency conscripts are exactly what the weakest units in 0AD should represent. The engine clearly is neither designed nor capable of faithfully simulating large scale battles. 300 to a side is a relatively minor border skirmish, wouldn't you agree? Even the "cities" we get to build are little more than modest towns or forward garrisons. In this context I think calling out the slaves, field hands, and herdsmen to fight the enemy plundering their town makes sense (and as they gain experience or training they pick up better equipment and start looking more like proper soldiers). Your champion units are whatever combination of full-time mercenaries and local big wigs you can scrape together to fight your battle for you Seven Samurai style. To me this sort of abstracted town border-war simulator makes much more sense than insisting every fighting unit represents a proper military man out on campaign. (Just to clarify, this is my feeling based on the combat mechanics 0AD chooses to simulate. I readily acknowledge that the in game visual assets for the non-Celtic/Iberian civilization do not fit this concept so well--but that is much easier to change than reinventing the core simulation model.) I can see how most others might favor different metaphors though, as a matter of personal preference. (^ I'd be dishonest if I didn't acknowledge that my nostalgia for the Myth games heavily informs my feelings about the relative merits of tactical vs strategic scale RTS combat simulations.)
    1 point
  17. As of yesterday, I have a mod that adds it. I gave ranged units an ammo counter, initialized in their template, and made it so if they run out of ammo but have a melee weapon defined (or if their target gets within their minimum range) they will switch to melee and charge. The ammo count gets reset if they spend enough time out of combat, allowing you to retreat and rearm. I'm still debugging some things and the animations transitions are a little wonky sometimes, but it should be ready to share in not too long (few more weekends maybe). Honestly, I'm surprised no one else has ever tried this before. Other than accounting for interrupted attacks it was not hard to code. Took me like two days, and I barely know any Java. This community has weird development priorities IMO. The first time watching my maniples of Hastati throw their 2 pila and charge with gladius in hand was way more gratifying than adding another civ to the pile...
    1 point
  18. illustration of a warrior with a shield based on the Salisbury hoard, a sword based on the hilt from Hod Hill and on the scabbard from Isleham and finally the shield from Leicestershire on the side. Note that the warrior is also carrying a javelin with a bonehead. Finally, this artist is producing a lot of fantasy material but I like the bodypainting of the warrior: https://www.deviantart.com/dewitteillustration/art/Warhammer-Albion-Brightwoad-Bearer-794994101
    1 point
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