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  1. I will add Darius III as a 4th hero. Any ideas for him?
    3 points
  2. Valid. Indeed, I think I will choose one of these fine gentlesirs instead of Darius III the Cowardly.
    2 points
  3. I came around looking for where to update the patch I submitted a few days ago, but could not find it for the life of me. I'm still working on this, though just for myself, (I may end up forking this), and I've finished a major milestone; namely, all the Vector2D, Vector3D, FixedVector2D and FixedVector3D classes are now fairly cleaned up. Well, there are still a few ugly things... The cacheing of sqrt in FixedVector3D remains, and works beautifully. The cacheing of sqrt in FixedVector2D is still there, but I'm not sure how much use it gets; I might remove it. In Vector3D I tried to do a similar cacheing, but the class is used structurally in many other classes, which changes their size, and in some cases it breaks their interfacing to other libraries that expect a fixed format. The use of alignas() has proven extremely detrimental, precisely in that it breaks structures that include the aligned structures. Everything I tried to do with alignas() I had to eventually undo. It is a directive from Hell. I also at least partially cleaned up the color classes. CColor I renamed it to RGBAcolor. I found cases where Vector4D was being used to carry color information, and I jumped to change interfaces to use RGBAcolor instead; but the use of Vector4D was going too deep, into shaders and uniforms and whatnot, and I got cold feet and reversed course. But so what I ended up doing instead is adding a conversion operator in RGBAcolor to Vector4D, which simplified a lot of the code elsewhere. Also, many places in the code had specially coded conversions from float to char color formats; I put getR8(), getG8(), getB8() and getA8() functions in both RGBcolor and RGBAcolor classes and managed to simplify a lot of code elsewhere. Getting back to vectors, not only am I cacheing the Length() results, but I also sped up the isqrt64() routine by using a double sqrt(), single instruction. It was tricky to get it to past the tests, but it works. It was just a matter of trimming overflows. The end result is that the gameplay feels smoother, but of course this is a subjective thing, and I have no idea how to use Profile2. I've no illusion anyone here is going to either look at my work or even try it for a minute, but just in case, I attach the diff, which is current (the last svn up I did was a 2 or 3 hours ago). What I said in my first post about making points and vectors separate classes, I've done the work of defining CFIxedPoint2D, CFIxedPoint3D, CPoint2D and CPoint3D. They are in the same files as where the vectors are declared, just below them. But I have not used them yet... That's what I'm about to do next. So, the diff is attached. Cheers! diff.txt
    2 points
  4. Yeah, it uses Qwerty as reference, eg what me meand to be Q will be D on your keyboard. The tooltips and the manual adjust accordingly to show you what key to press.
    2 points
  5. Out of curiosity, why not Cambyses II or Artaxerxes I? And why are Cyrus and Darius called “the Great” but Xerxes “King of Persia”? Also, Cyrus ought to be Cyrus II, to distinguish him from his grandfather. Anyway, it's your mod, do whatever you like.
    2 points
  6. This isn't actually that true, though it's an extremely persistent myth. The lag in the late game is, indeed, in part caused by pathfinding, but other areas of the game also largely contribute to it, such as simply updating gatherers, checking if new enemies have entered Line of Sight, running the JS Garbage Collector, etc. Basically, threading the pathfinder will _not_ entirely fix lag with many hundreds of units. We have more work to do for that. It remains a problem, and had likely improved relatively little for A24 - there have been some optimisations, and also a few things which are perhaps slower. There is however, one thing that could help pathfinding: units now move in formation by default, and that helps. I think part of it is also that the 500ms turns in MultiPlayer make the game look more laggy than it really is (something I aim to try and change for A25 too). Overall, no, don't expect much improvement for A24, unfortunately. We're targeting threading the pathfinder for A25, which will help some. The renderer is also being worked on, and that will help FPS indirectly.
    2 points
  7. Eae manos, While the SVN version is already playable, there have been little to no opportuninities to play a TG. This is due to players not having installed the version, but also to a lack of coordination, which is the issue this thread aims to solve. So please state here if you are intrested to play a SVN TG and also mention when you might find time to do so. Get SVN Version: https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode svn co https://svn.wildfiregames.com/public/ps/trunk/ 0ad Or check on Saturday a few hours ahead , if installer provided for this event is available for a simplified installation process of the correct version. Update: Should be ready, here Stans Post: , thanks a lot @Stan` 0 A.D. Art Team 6.922 12.971 posts Posted 14 hours ago Windows link https://www.mediafire.com/file/impg1nstotftnga/0ad-0.0.24-24841-alpha-win32.exe/file For Mac: https://www.mediafire.com/file/8sjwsc3vo2s2nph/0ad-0.0.24-24841-alpha-osx64.dmg/file A few notes! - The RCs's version is r24841 - The RC will overwrite the current installed version. - The RC will use your current config including mods, so make sure to disable everything (fgod, autociv, and badosu's mod are not supported) - You might get warnings about hotkeys, we redesigned completely the system, so you might have to fix some of them (you may want to backup your config file if your intend to play A23B again - It goes without saying but even though we are really close to a release, this is an experimental version. If you want to help more you can also perform those steps Launch a random game Test your language's translations and fix them on Transifex. Launch a normal skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas See if everything works there. Open Unit tests demo (To see if there any breakage in displaying entity's) Try mods If you need any help ping me Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Saving and loading a game. @Issh @Lorenz11 @Dakara @Dizaka @yilmazgng @randomid @SaidRdz @kristian @Boudica @carthage @ValihrAnt @Feldfeld @borg_ @Stockfish @ffffffff @Pudim @JC (naval supremacist) @PhyZik @Talenters @nani @badosu @YT99 @aixo @BoredRusher @chrstgtr
    1 point
  8. Darius the III seems a bit questionable to me as a hero. He was the Persian equivalent of Sir Robin. I would second Nescio's recommendation of Cambyses II. His conquests were no joke considering his short reign.
    1 point
  9. To test if these changes actually perform better one can look at the profiler that is included ingame (press F9 irrc) and compare with/without changes. Given the changes are spread and measuring each one individually won't make much sense you can look at the parts of the profiler that includes changes form the diff and see if at least some differences (you can run pyrogenesis from command line to load a map with the same settings to better compare and all ... ).
    1 point
  10. Looks to me like the only thing he is famous for is losing to Alexander the Great, so maybe +20 speed when retreating?
    1 point
  11. Don't worry about it. It's true that pathfinding is slow, so it's not like it's not a problem either, just don't expect that it'll fix everything, yes . It is probably the #1 cause of lag, but removing it doesn't mean you'd get 60 FPS either in the end-game, is all. We're excited about the release too, it's been a while, and it's setting us up to make A25 really cool too!
    1 point
  12. That map doesn't exist, I cannot find it.
    1 point
  13. @Hidan already made a thread like this: For the sake of satisfying them, why not create an Atlas-only Nabatean skirmisher with the same stats as the mercenary Blemmye ones? The unit icon for the Seleucid cavalry skirmisher needs to be changed though, currently it's a re-use of the Achaemenid Median cavalry. Persian, not Hellenistic. A bit off-topic, but from the recent changelog the Odrysian skirmishers and Thessalian lancers for Macedonian faction has been reverted to their old icons instead of changing their teamcolor texture to green.
    1 point
  14. Hello, mbr1305 quit without resigning Vs SuperSpartacus Thankscommands.txt
    1 point
  15. @user1 Hi, my name: draane offender name: mbr1305 He disconnected when the game was basically over commands.txt
    1 point
  16. Hello artists, we plan to do similar visual change to approach build/repair as we did with approach gathering. Currently we would reuse female walking/idle animations. we would like to have a bit nicer approach animations (idle, walk, run) with malet (building tool), one for women and one for man, or if possible can be common for both of them. https://code.wildfiregames.com/D3141 Thank you
    1 point
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