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Showing content with the highest reputation on 2023-01-18 in all areas

  1. Guys, these seeing people leave game and then need to report is boring. It happens too often to me. Can winner be automatically decided if someone leave rated game?
    2 points
  2. Building attacked by catapults, become visible to the attacker.
    2 points
  3. I mean, this is the obvious solution, isn't it?
    2 points
  4. Hi for alpha 26 try until this update https://github.com/0ADMods/official_mayas_protoclassic/tree/988a826d4cc3cb0c77f16d1b6fff1b0e15997195 An official release hopefully occurs in alpha 27 release.
    2 points
  5. The fix was committed! Thanks @s0600204 and the other investigators
    2 points
  6. We might not have a macOS Vulkan build for A27 it depends on whether we manage to compile or find binaries for MoltenVK. Selecting two hundred units is slow. You can try moving them and keeping them selected, and moving them and deselecting them. You'll see it's faster. When selected, we gather a lot of information about all the buttons, things they can build etc, and that's slow.
    1 point
  7. Hello, here are my errors attached when i create buildings (with the last update). Big performance boost with Vulkan on a GTX 1060 6gb (windows 10, 4k screen). For example a general view of my "campsite" in Opengl oscillates between 35-55 fps, with Vulkan it's more 50-70 fps, nice! interestinglog.html
    1 point
  8. Hello everyone. Maybe this problem is known, I don't know. When catapults are firing at a building, and you have no view of that building anymore, then catapults fire infinitely.
    1 point
  9. There is also a patch by @wraitii making attackers temporary visible so this would make a reasonable combo, probably attacked units should become visible as well. Compared to attack_range + ~70m vision_range which would only reasonably solve the issue this would be full solution.
    1 point
  10. Ah yes, I remember this patch. In theory, the best solution would be to allow buildings to be considered visible with a smaller portion of their area in vision range. However, the most practical solution would be to increase vision range a little and decrease range a little as well.
    1 point
  11. Add enough vision to cover most scenarios.
    1 point
  12. Was that with or without the differential Stan` mentioned above (D3127) applied? (Because that should now work...)
    1 point
  13. But if you don't have vision you don't know that it's already destroyed. You can just guess it but maybe your opponent snuck a few dozen repairers there in the meantime so you really can't be sure unless you check in which case the cata will stop firing. If it does stop firing without vision then it's a case of leaking info that the shroud of darkness is supposed to hide. Btw, this is not limited to catas but applies to all ranged units, it's just not as obvious for others due to relatively large vision range compared to shooting range.
    1 point
  14. Because Its shoots infinitely at the target even already destroyed, the correct behavior is stop shooting as soon as the target is destroyed and then look for a new target in vision range.
    1 point
  15. I'm using the igpu in a ryzen 4800u cpu. I ran the binary extracted from the appimage (`--appimage-extract`), but vulkan failed to be detected and 0ad fell back to gl. I also built latest git (48d13b) on my own laptop. Vulkan renderer worked fine in 0ad in this build. (No errors and userreport_hwdetect file showed lots of "VK_" .)
    1 point
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