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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Not because of running out of RAM at least. A 32 bit Windows process can only use up to 3.5GB because we added a special flag (default is 2GB) As of now, no. You need to recompile every single library, (FCollada, NVTT, Boost, MiniUnpnc, LibXML...) to be 64 bits.
  2. Dunno you're playing with your mods which makes the game look not so good, not something I can put forward for a marketing standpoint...
  3. Alre is right. It was how I noticed the weird running behavior we had before A25.
  4. Yup: https://code.wildfiregames.com/rP19960 the goal was to only readd the good ones, obviously it never happened.
  5. @Silier should we add a city phase requirement or is that implied?
  6. Hey @deleualex Welcome to the forums, and thanks for your interest in 0 A.D. programming! We carry a lot of old code in the engine, and this is no exception. It would be nice to replace them, there is quite a few things to thread or that should make use of the threadpool. So if you want to make a patch go ahead Feel free to get in touch with @wraitii and @vladislavbelov as they have more knowledge
  7. Stan`

    github

    In theory you don't even need to extract them.
  8. If you play on Linux or macOS it's 64bits. There has been an experimental 64bits build and it yielded no performance improvement. But yeah there will be at some point.
  9. Just would like to point out that the Christmas Bundle had the acceleration feature. And if there is enough incentive I can make another bundle.
  10. Maybe we could start now instead of the next alpha cycle?
  11. @borg- launched an initiative, but I have yet to see anything committable come out of it. Ideally feature freeze wouldn't last too long, the last one lasted 2 months, and it is frustrating for everyone.
  12. Not really. As @The Undying Nephalim could tell you, migrating to another engine is tough, and requires either a lot of time, a lot of assistance, or both. And I suppose none of them had the energy or the time to make the switch. They also had another concern, about protecting their art assets from stealing (which seemed to be a big issue for them), which is currently complicated in the main game. Since it's open source, even if you only provide PMD and PSA models, it's still possible to scrap the models. Password protected mods don't work either, because the game doesn't support them, and one could just hack the engine to get the files eventually. The last issue they had was about adding a strategic campaign to the game like most total wars. While I believe it's technically possible, it might be tricky to switch from the strategic map to the actual battle. Probably not impossible though. There was someone from https://www.moddb.com/mods/the-desolation-of-arda And from https://www.moddb.com/mods/silmarillion-total-war1
  13. Yeah... It used to be active here too, we even had a mod. Some modders of BFME2 and M2TW even asked me for support porting to pyrogenesis. It didn't get anywhere yet, though.
  14. I think in order for them to be integrated we need to have a campaign map for it or something using it.
  15. Well we added special templates as blockers in the last alpha. I suppose it might be a bit confusing for players to have non interactable buildings.
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