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Everything posted by Stan`
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Windows isn't per se but the application we build is 32 bits. If you don't pass --large-address-aware in the update workspaces it can only use up to 2GB. The map changes the consumption greatly. The crash might only occur on Windows because we rely on undefined behavior somewhere that works on Unix distribution. You're welcome for the packaging. Best way to get generic feedback is too make it easier for people to test.
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Do you get the out of memory error when pitting 4 AIs against each other @Kuba386 ? Might be a windows only bug.
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Yeah I can finally commit stuff again !! Finally those five months of release stress are over. After I make the portable version of 0 A.D. and the chocolatey package.
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Yes that's AIs. However the fact that the game crashes with out of memory makes me think @Kuba386's patch triggers something faster. I compiled the exe with the large address aware patch and it crashed at around 3.5 GB of RAM usage. 4 AIs hardest difficulty. No lag whatsoever though.
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You can try one per core. Intel I3 usually have 2 to 4 Intel I5 4 Intel I7 8 to 12 Intel I9 can go up to 32 I think At least two to see a difference
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Try the other zip EDIT: Made the link not bug.
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Okay, so first I must say how astounding the performance is with that patch (I'm using 12 threads on an hexacore CPU I7-8750H) I can play a game at 20x with 4AIs at around 10-20 fps in mid game. (It went so well that I ran out of memory maybe the Leak @elexis is tracking down) I think you forgot to edit the default.cfg to set the default number of threads (By default no number is set) Every time I open the option menu I get a warning, likely related to 1. Here is the log. WARNING: JavaScript warning: gui/options/options.js line 228 reference to undefined property option.tooltip WARNING: JavaScript warning: gui/options/options.js line 263 Script value conversion check failed: v.isString() || v.isNumber() (got type undefined) WARNING: JavaScript warning: gui/options/options.js line 228 reference to undefined property option.tooltip WARNING: JavaScript warning: gui/options/options.js line 263 Script value conversion check failed: v.isString() || v.isNumber() (got type undefined) WARNING: JavaScript warning: gui/options/options.js line 263 Script value conversion check failed: v.isString() || v.isNumber() (got type undefined) @Servo Here is a Mac version of the game with the patch: system.zip To install: Download the file Extract it (clicking on it should do the trick) Open Finder Go the Application folder Right click on 0 A.D. Click on show contents Open Contents Copy LibAtlasUI.dylib in Frameworks Copy LibAtlasUI.dylib in Frameworks Copy Pyrogenesis in MacOs Install pathfinder_mod.zip Launch the game Enable and Start the mod In the game options set the number of threads you want For those on windows that don't want to compile here is the modified version on Windows (Sorry linux guys but you can compile yourselves ) Here is the windows version patched exectuables: system.zip Go in your 0AD installation folder Go to binaries go to system Overwrite the files Install pathfinder_mod.zip Launch the game Enable and Start the mod In the game options set the number of threads you want
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Hey thanks for trying the game out and welcome to the forums glad to hear you like the game
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[Discussion] Spidermonkey upgrade
Stan` replied to Yves's topic in Game Development & Technical Discussion
Hey Yves thanks for the insight, and if I might say, welcome back. -
I've never been too good with animations
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@Servo I could distribute a modified version of the game with that patch applied but you'd have to install it manually. would that be okay ? (Could make a new bundle but it takes around 6h so meh)
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Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
True, but then it depends on whether they are actual cores -
Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
@Kuba386 I added you to the contributors list on Phabricator (code.wildfiregames.com) This way each time you submit a patch it will get autobuilt -
Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
Thanks ! -
Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
If you need someone to test it on Windows let me know. Also try to fix that tabs to spaces whitespace changes. Makes it harder to read diffs. Thanks for working on it. -
Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
@temple Would you mind reviewing those ? @aeonios, @vladislavbelov, @Kuba386, @kanetaka if you have some time as well... https://code.wildfiregames.com/people/revisions/3/ -
How build 0 AD in Codeblocks
Stan` replied to Trinketos's topic in Game Development & Technical Discussion
Hello @Trinketos That's because you are using the VS2017 compiler instead of the 2015 one. You need to install the 2015 compiler using the visual studio installer. -
Lol more animations. I'll think about it. Where is that mech from ?
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Others RTS - Discuss / Analysis
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I don't know for games but I didn't really see it for the ar vr xr dev -
It's committed. Though I had to reorder T_T
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Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
I thought you meant even for static obstructions which didn't make sense to me. Thanks for the explanation. A few actually. We are just not good at advertising it