Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.993
  • Joined

  • Last visited

  • Days Won

    581

Stan` last won the day on April 25

Stan` had the most liked content!

About Stan`

Profile Information

  • Gender
    Male

Recent Profile Visitors

55.184 profile views

Stan`'s Achievements

Consul

Consul (13/14)

10,6k

Reputation

4

Community Answers

  1. Well that's correct we have limited resources. But if your wall is crumbling and you only have plumbers available, they won't be able to do anything. So might as well benefit from the improved plumbing.
  2. We have a fix for the fn hotkey breaking the game. What's spamming in there ?
  3. Well I cannot because of the reasons above. But thanks for the screenshots From what I can see you're showing @LordGood's portraits which I loved but we only had them for a handful of units. So it only looked good for some civs maybe 2-3 of the 14. Also I think they were not really liked at the time.
  4. You'll also get a lot of lag and a game that doesn't work on AMD CPUs. But the art thing is interesting, what do you like more? Maybe comparison screens ?
  5. Hmm strange I thought I linked the POC by wraitii for WASM. The problem is while it would speed up some of the code the bottleneck is the interrop between JS and C++ and WASM takes the same time. https://code.wildfiregames.com/D4653 I've also heard packagers complaining about LUA being a pain, not sure why (probably not worse than spidermonkey) maybe @vv221 would know.
  6. Indeed, luajit did not exist at the time. Might have some more info here too There are some gains to be had with better datastructures https://code.wildfiregames.com/D1739 and more threading => https://gitea.wildfiregames.com/0ad/0ad/issues/5874 There are about 100k loc of JS and rewriting them would be a huge undertaking (Source I tried) But there is no silver bullet the reason js is slow is that there is a lot of computations happening at the same time, iirc gathering and the attack logic were the worst offenders. You can probably find some recent js profiling in gitea. And you can run the game under perf to see hotpath, IIRC one of the thing we spend the most time is rbtree_increment which is just a std::map code. There is also the ISQRT function, which performs fixed point square root computations. (That can't be replaced easily, else the game will quickly go out of sync on many platforms) EDIT: One of the big advantages I see about JS is that a lot of people know it. Whereas lua is a niche language unless you're a gamedev. There are many JS crash courses. Lua not so much.
  7. DE has player colored hero icons IIRC.
  8. The incident is now fixed. Thank you for your understanding.
  9. Hello please look at Sorry for the inconvenience.
  10. If you want to use AO you need to have a second UVMap.
  11. You should be able to drag and drop the zip on the running game to avoid such issues. Make sure to disable the community mod first and restart the game.
  12. We're currently working with the mod.io team to resolve this. While it's being resolved, you can download the mod from gitea : https://gitea.wildfiregames.com/0ad/0ad-community-mod/releases from 0ad.mod.io https://mod.io/g/0ad/m/community-mod from the forums https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/?do=findComment&comment=599122 from the game by changing the game's modio api key to c1895e080b11f5de0d5a51ca7d90b64a To do this you need to edit your user.cfg file. Add the line modio.v1.api_key="c1895e080b11f5de0d5a51ca7d90b64a" You can also run the game with -conf=modio.v1.api_key:c1895e080b11f5de0d5a51ca7d90b64a
  13. Did you install git-lfs and run: git lfs pull
  14. I'm not sure why it is so moody for some people.
  15. Did you try to used the fixed pipeline renderer ?
×
×
  • Create New...