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Showing content with the highest reputation on 2017-11-02 in all areas

  1. k a little heavy on the whole... exaggerated everything
    5 points
  2. The nr of resources depend on the map (some maps spam resources, others have 1-2 extra mines for 8 players to share) and the mapsize (nr of res quadratically increase with the mapsze on random maps). How fast they are depleted depends on the gathering technologies (notice the last one gives +50% gathering rate). Finally you have more choices to spend resources on, more units. You require siege engines (and champions became more relevant) in comparison to some alphas ago where one could take down buildings with citizen soliders that only cost food and wood. Setting the nr of mines and trees arbitrarily (low, default, many, very many) in the gamesetup were fun. Also want gaia survival waves and nomad on all maps. Well, going back to the rmgen code now.
    2 points
  3. The github repository or branch of andy5995 contains the net threading code (not the official github mirror). The local client works like every other client. Besides having the advantage of being able to put the server on some other machine, it also means actually having less complexity, as there is only one mechanism that servers every player equally. 127.0.0.1 networking overhead is completely negligible. Replacing spidermonkey with something else will be as simple as changing about every file. 0ad uses the enet protocol which implements reliable communication via UDP. The lobby part works via xmpp. enet does use peer vocabulary and easily allows p2p communication, but don't let that vocabulary fool you - the 0ad protocol still implements a NetServer and a NetClient, i.e. a star architecture / hierarchy https://en.wikipedia.org/wiki/Star_network. The single point of failure issue is addressed by every clients hashing the simulation state and thus being able to determine that noone is messing with the gamestate (otherwise the hash fails and people can assume to not really play in the same gamestate anymore). "Reduce lag" -> Forget about the networking unless we're talking about a some special kind of situation that shows up as actual network lag in the top right hand corner. (Though lost packets should also be displayed there sometime). The 0AD game stuttering happens just as well in singleplayer and replay mode often because there is more data to process than the CPU can handle. There are only few kilobytes sent via network (the commands, no state).
    2 points
  4. @Nescio You know what, I think I see what you mean... I think it's because the other emblems have a greater sense of depth, and at least 9 of them are spherical... I made some adjustments. Is it better like this? Old vs New. How the new one looks next to the others The human form of Amun is usually depicted blue. The Ram headed Amun is usually green (with red eyes), black or an odd type of brown. Eh.. Your right about Osiris usually being depicted as green but red skin for males and yellow for females, although common, is by no means universal. It depends strongly on the period and place where the depiction is made. Iconography isn't as static as it's sometimes insinuated (over thousands of years of history things change/evolve/adapt). A variety of colours can be used, and in Southern Egypt female deities can be depicted as dark as their male counterparts.
    2 points
  5. (See also D914) Part of the problem is that sentry towers have significantly less health (but rather surprisingly more capture points) than outposts or any other structures; here is a quick comparison: ,health, capture points storehouse , 800 , 300 outpost , 800 , 500 sentry tower , 250 , 800 stone tower , 1000 , 500 Iberian tower , 2400 , 500 fortress , 4500 , 4200 Iberian fortress , 6000 , 4200 Actually I proposed a couple of weeks ago to change it into e.g.: ,health, capture points outpost , 750 , 500 sentry tower , 1000 , 750 stone tower , 1500 , 1000 Iberian tower , 2500 , 1250 However, “balance” changes are notoriously hard to get reviewed, accepted, and implemented, therefore I've shelved it for now
    2 points
  6. Done by Anavultus « Jorge » :) That's what thought but better ask as I may have been thinking too much I'll have to find some room as I want the replay (start-to-end « sling, sling » vs champs incl., excellent team play and prioritizing ). Thank you guys --that is elexis and stan69.
    1 point
  7. Do all of the backgrounds have to tile?
    1 point
  8. Works bad with ubuntu with gnome3 and it works fine on my debian sid with gnome3
    1 point
  9. Hello @jeffnz! First of all, I shall recommend you to add a Reamde file with a description and instructions how to compile it (i.e., you need SDL to compile). Because currently it's just a set of files. You could add Code::Blocks .cbp files, CMake file or Makefile, any what you want. Also it'd be good to have few screenshots, as you want to share the game. I can suggest to read http://lazyfoo.net/tutorials/SDL/, it's has a good code style enough and basic SDL principles. Also it'd be good to have knowledges about the game architecture at all: http://www.gameenginebook.com/ (on Google Books), or something like that.
    1 point
  10. @JuKu96 ticket is #3700 you can find the diff in there. If you need any assistance feel free to ask here. Well threads communicate like peer so if one is stuck the other can lose connection to it.
    1 point
  11. The github branch should be linked in #3700. 0AD does use enet, but the more crucial part is the way C++ interacts with JS. It uses the SpiderMonkey JS engine. The C++ NetClient and NetServer receive data either as strings, integers or some JS variable. The latter are saved in a ScriptInterface (just some place that holds all variables). You could start by reading NetServer.cpp and NetClient.cpp and trying to figure out what happens there. There are only a dozen of network message types with 0-4 variables each (handshake, chat message, game start command, ingame command, rejoin command and so forth, see NetMessages.h). > If net server is only in another thread of same process, their isnt any connection between host and main client, or am i wrong? The connection is via network, just like every other client, except that its the local ip 127.0.0.1, so you get like 6ms latency instead of 200-500ms (average to barely acceptable ping). However if the client freezes (i.e. that one thread doing everything is stuck in some kind of infinite or extremely long loop, such as "sunken ship lag"), the server will continue to perform while the client doesn't. Since the NetClient runs in the same thread as the renderer and simulation (which is the freezing part), then it won't get cycles to process and send the net packets, thus loses the connection to the server running in the separate thread (while possibly no other client loses the connection).
    1 point
  12. This is mainly a lightweight balance mod and it didn't intend to add much more content if not some technology that may open the way for more strategies. Anyway I would be ok with gathering interested people and make something fantasy or just more-content-driven mod and use monkey wrench as starting poimt. I still think that it would be a real nice addition to Regicide mode in order to let players choose a hero instead of randomize one if they want to. This is a relevant choice thus deserves some fancy UI. On the other hand, there would be several issues with units choice: Actually there aren't enough choices between units or technologies, thus having that UI invasion isn't worth it. The specialization idea would resolve it by giving fancy looking banners whenever the proper tech is clicked showing the portrait of the replacing unit. ( i am still thinking about its implementation as long as my coding skills are still low.I am still learning ) The banner list should be showed up when the player clicks the relative technology and before that the research starts in order to have cognition of what's going on. ( perhaps @stanislas69 may tell us if this is actually possible). The main concern is that this "specialization" could break the historical accuracy in favor of visual fancy changes ( which should be done aswell... sadly i am not a modeler ). I am for the gameplay more than historical accuracy, but I am sure that most of people here would disagree ( that's why the proposal for a fantasy mod project ). Sadly i guess that's not possible to replace units or buildings and refresh the production queue in order to remove the ugly "gray icons" for units and buildings which are supposed to train different units without getting their production queue full. The main issue is that I want to avoid to have an ugly looking selection panel where there are many "gray icons" because not trainable, thus i was considering something near the promotion system. perhaps @wraitii ability component would come in handy with this kind of feature. OFFTOPIC:
    1 point
  13. I like the look of those big ol tower shields
    1 point
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