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Showing content with the highest reputation on 2023-01-25 in all areas

  1. Oh you're working with elexis on this? Good job
    3 points
  2. Hello! Former 0AD player and making an RTS game! Cheers to the community! Never Surrender!
    3 points
  3. The SPIR-V mod is now available in the A27 ingame mod downloader. It was recently updated to 0.27.12
    2 points
  4. Thanks for the report! It has been fixed with http://trac.wildfiregames.com/changeset/27483.
    2 points
  5. I was doing different refactorings of our engine for last 1.5 years. It's allowed me to add a new backend (graphics API) - Vulkan. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. And in some cases even better performance. But not always as we use it in a single thread yet. Vulkan drivers from different vendors are usually much lighter than GL ones. That's the way to have less driver bugs and crashes. But we still need testing how it works on different hardware. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). If you're able to run SVN then you already can test it. Else wait for the next RC. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release): https://releases.wildfiregames.com/rc/0ad-spirv.zip. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Vulkan allows us to use different interesting features. For example it allows to select the most appropriate GPU to use. It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. If you still have some time you could run the game with validation enabled. It makes the game slower but validates a lot more different internal things. It should help to make Vulkan stable for the release. To enable validation you need to add the following lines to your usef.cfg: renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Known issues: Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552 Some precompiled shaders are missing, please report if the game says so macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488 Missing silhouettes rP27418 Unsupported depth formats cause an assertion rP27421 Stretching on window resize after fullscreen switch rP27422
    1 point
  6. Hello. I would ask for reconsideration for how the AI works. It doesnt build walls, though it follows some kind of pattern of building it's structures. If so, what is the barrier for building the walls? It would improve the gameplay quite much. An option for it is to make the "radiant" system of building, by layers around the city center, as it is now for defense towers. E. g. first layer, randomly placed fields, houses, military structures and the last walls. Of course, if AI encounters natural obstacles, it will skip this place for building. Another option is to copy the AI behavior from Strongholds. Also, why it doesn't upgrade old towers to stone ones? At least, in my experience.
    1 point
  7. This is true, but it would be nice if walls could be more useful for quick defenses, rather than exclusively for turtling (i guess palisades are used just to limit the movement of cavalry around one's base, but this is done long in advance). I think build times should be reduced for both palisades and walls. For instance, you have just scouted a large group of infantry moving to your town from rather far away. In this case, one should be able to at least put up some palisades in anticipation.
    1 point
  8. any use of walls in top players competitions will not look nice like in old times walled cities, instead there will be walls placed in strategic passages intended to strengthen otherwise weaker spots. if a good player had any advantage walling up their whole town, then walls would be OP when used in a more strategical way. this said, walls are a bit UP. also, it would be nice if the AI employed walls, in any fashon I guess.
    1 point
  9. I think stone walls--> decrease build time a lot, decrease hp a bit palisade walls--> decrease build time a lot, no hp change, melee cavalry .5x damage multiplier
    1 point
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