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Stan`

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

  1. There is something called the autobuild which commits windows binaries once a day only if there have been C++ changes. The artefacts (binaries) generated on the Windows and Debian machines used by Jenkins are not to my knowledge accessible to anyone.
  2. @borg- what is your opinion on garrisoning units inside barracks for an experience trickle ? https://code.wildfiregames.com/D1245
  3. Delay: I'm not sure what happened... Maybe cause I touched the emission rate .... Projectile disappearance @lordgood I guess thats doable ?
  4. Could be done, but it requires more code, and also some extra computations. All vector math comes with a price
  5. So I'm the only one that thinks the above particle is weird ? XD Different texture for the top or bottom particle ? I don't have much options in art/textures/particles/
  6. I can hack that out; One empty actor + two particle props Maybe one particle with a prop, not sure that works cause it has no root. What do you have in mind ? Thanks <3 I have no clue what you mean can you rephrase that ?
  7. I don't think, so at least I couldn't find that. You can control growth rate and the force applied on it, but I believe velocity does not have accelaration I suppose you could. Since you can only have one particle actor but as many variants as you'd like. What'd you have in fine ?
  8. Rumors of his demise have been wildly exaggerated
  9. I guess we could hack the Phenotype to switch sounds also but the attack effect would only be cosmetic cause we cannot change states on the fly (also would break balancing,) One thing that could be done is offer multiple options to player for the tower to upgrade to. That would be more of @borg-'s area. Not all of civs have those towers I believe.
  10. That can't do... Unless you mean three different towers. Something that might be doable with turrets though and careful planning Then again turrets
  11. Should be doable. The problem is all the example shoot straight, if you rotate the building it would shoot through the wall ^^ Bigger windows won't change that
  12. Made it a bit faster tweaked the impact particle. @LordGood Thoughts ? Not yet @Freagarach working on something like that.
  13. @HMS-Surprise can you spread the word so people give feedback ? Thanks ! @borg- @ValihrAnt @Feldfeld
  14. {"Component":"Health","FunctionName":"ExecuteRegeneration","TotalTime":1.8259999998263083,"Count":29,"Average":0.06297,"TurnAverageCount":0.00332378223495702} {"Component":"Barter","FunctionName":"ProgressTimeout","TotalTime":3.0849999999336433,"Count":67,"Average":0.04604,"TurnAverageCount":0.007679083094555874} {"Component":"Trigger","FunctionName":"DoAction","TotalTime":14.219999999999345,"Count":1,"Average":14.22,"TurnAverageCount":0.00011461318051575932} {"Component":"AttackDetection","FunctionName":"HandleTimeout","TotalTime":22.20600000010745,"Count":6216,"Average":0.00357,"TurnAverageCount":0.71243553008596} {"Component":"GarrisonHolder","FunctionName":"HealTimeout","TotalTime":34.932000000058906,"Count":503,"Average":0.06945,"TurnAverageCount":0.05765042979942694} {"Component":"Capturable","FunctionName":"TimerTick","TotalTime":37.416999999777545,"Count":292,"Average":0.12814,"TurnAverageCount":0.03346704871060172} {"Component":"StatisticsTracker","FunctionName":"UpdateSequences","TotalTime":49.37099999987913,"Count":118,"Average":0.4184,"TurnAverageCount":0.013524355300859598} {"Component":"ResourceTrickle","FunctionName":"Trickle","TotalTime":52.41299999988587,"Count":3490,"Average":0.01502,"TurnAverageCount":0.4} {"Component":"BattleDetection","FunctionName":"TimerHandler","TotalTime":64.0520000008255,"Count":3773,"Average":0.01698,"TurnAverageCount":0.43243553008595986} {"Component":"BuildingAI","FunctionName":"FireArrows","TotalTime":96.48299999882875,"Count":929,"Average":0.10386,"TurnAverageCount":0.10647564469914039} {"Component":"Pack","FunctionName":"PackProgress","TotalTime":811.1559999997262,"Count":1095,"Average":0.74078,"TurnAverageCount":0.12550143266475644} {"Component":"DelayedDamage","FunctionName":"MissileHit","TotalTime":4515.770000000877,"Count":6767,"Average":0.66732,"TurnAverageCount":0.7755873925501432} {"Component":"ProductionQueue","FunctionName":"ProgressTimeout","TotalTime":7443.771000001156,"Count":6729,"Average":1.10622,"TurnAverageCount":0.7712320916905444} {"Component":"UnitAI","FunctionName":"TimerHandler","TotalTime":34888.44400000893,"Count":155744,"Average":0.22401,"TurnAverageCount":17.85031518624642} With GetMicroseconds, without any optimizations same replayed match (since they were ais it's different but I believe the data is still good.
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