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Everything posted by Stan`
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks Could be done, but it requires more code, and also some extra computations. All vector math comes with a price
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	  #1325 Replace ecvt() in FCollada with something elseStan` replied to crazy_Baboon's topic in Bug reports You mean git apply -p . patch.diff ?
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks Will try a bit later thanks for the texture :)
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 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/
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	  Borg Expansion Pack Mod implementation in 0ad alpha 24 release.Stan` replied to snelius's topic in Game Modification 
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 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 ?
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 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 ?
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks @LordGood So white smoke ? going a bit up ?
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 
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	  Ratings Disputes and Offence Reporting (Discussion)Stan` replied to gator303's topic in General Discussion @user1
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	Rumors of his demise have been wildly exaggerated
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 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.
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks That can't do... Unless you mean three different towers. Something that might be doable with turrets though and careful planning Then again turrets
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks 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
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	  ===[COMMITTED]===Improve Artillery Tower ParticlesStan` replied to Stan`'s topic in Completed Art Tasks Made it a bit faster tweaked the impact particle. @LordGood Thoughts ? Not yet @Freagarach working on something like that.
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	I also asked @Samulis as well.
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	@HMS-Surprise can you spread the word so people give feedback ? Thanks ! @borg- @ValihrAnt @Feldfeld
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	{"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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	More data
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	  Borg Expansion Pack Mod implementation in 0ad alpha 24 release.Stan` replied to snelius's topic in Game Modification Maybe it would make more sense to actually be able to capture units in that case...
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	  Borg Expansion Pack Mod implementation in 0ad alpha 24 release.Stan` replied to snelius's topic in Game Modification As I don't like to go unbacked when making some claims, here are some stats from a 2v2 AI game of 29:05 min {"Component":"Auras","FunctionName":"RemoveTemplateAura|teambonuses/cart_player_teambonus","TotalTime":0.6760000000000446,"Count":7,"Average":0.09657,"TurnAverageCount":0.0008022922636103152} {"Component":"Auras","FunctionName":"RemoveTemplateAura|teambonuses/sele_player_teambonus","TotalTime":0.7779999999999632,"Count":7,"Average":0.11114,"TurnAverageCount":0.0008022922636103152} {"Component":"Auras","FunctionName":"RemoveAura|structures/temple_heal","TotalTime":23.631999999692198,"Count":62,"Average":0.38116,"TurnAverageCount":0.0071060171919770775} {"Component":"Auras","FunctionName":"ApplyAura|structures/temple_heal","TotalTime":36.10199999980978,"Count":55,"Average":0.6564,"TurnAverageCount":0.006303724928366763} {"Component":"Auras","FunctionName":"RemoveAura|units/female_inspiration","TotalTime":2777.575000000241,"Count":8538,"Average":0.32532,"TurnAverageCount":0.978567335243553} {"Component":"Auras","FunctionName":"ApplyAura|units/female_inspiration","TotalTime":2930.252999999917,"Count":8599,"Average":0.34077,"TurnAverageCount":0.9855587392550142} Time is in ms. Turn time is 200ms. So that means it's in average called 5 times per second. (To add and 5 more times to remove) So I wouldn't call à 5s (in total for that aura) delay on a 30 min game slow, but it's not fast. Also notice those are the only auras that were called. mileage may vary. Also this is A24 so Spidermonkey is a bit better and I have a pretty decent rig OS : Win 10 CPU : x86, Intel Core i7-6820HQ @ 2.70GHz (1x4x2), 2.71 GHz Memory : 32768 MiB; 7579 MiB free Graphics Card : NVIDIA Quadro M620/PCIe/SSE2
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	<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>props/weap_arrow_front.dae</mesh> <textures> <texture file="structural/kart_struct.dds" name="baseTex"/> <texture file="structural/kart_struct_norm.png" name="normTex"/> <texture file="structural/kart_struct_spec.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> By <?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>props/weap_arrow_front.dae</mesh> <textures> <texture file="null_orange.dds" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor>

 
         
                     
					
						 
					
						 
                     
                     
                     
                     
					
						 
                     
                    