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Everything posted by Stan`
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translation didn't apply to RC version of 0 A.D.
Stan` replied to thekolian1996's topic in Bug reports
Basically EVERYTHING should be translated. So you can report all that's not working properly. -
translation didn't apply to RC version of 0 A.D.
Stan` replied to thekolian1996's topic in Bug reports
Hey thanks for reporting @Itms and @elexis looks like some translations are not pulled . Missing code ? -
I couldn't commit art, but hopefully will be able to do so soon, if there is bug in the RC. The RTL issue is something that needs a coder to fix, so maybe for A24 if someone is interested in doing that.
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Sending messages from worker thread
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
Try cleaning and updating workspaces again -
What was ?
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The Release Candidates for the re-release of A23
Stan` replied to dmzerocold's topic in Help & Feedback
Thanks for testing. -
Yes you can by editing the ~/Library/Application\ Support/0ad/user.cfg file and adding those lines: Don't forget to delete the entries once the re-release is out.
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You have to research technologies to improve your soldiers armor and weapons. Also note that champion units (The ones with triangles footprints) are way stronger than citizen soldiers.
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New RC.
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Hello @skaiware, have you tried the fixes on the previous pages for boost ?
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Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
Nah the short one is the one that handles the obstructions constantly to go around buildings. The long range plans using bigger zones. When AI attacks I think two things happens. First the planning of the AI is done on the same thread as the rest, and thus slows everything, adds that the way the AIs handle units make them collide with each other a lot and that triggers the lag, because each unit is computing its own path taking into account all the other units around it. -
Fine by me. You can also do portraits or a new main menu background, or anything you want to improve
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Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
Vertex Pathfinder ( Or short range) yes as Imarok mentioned you could probably have a look at D13 and all the subsequent patches. If corrected they would make a great addition to the game -
I like free games. I had been waiting for Company of Heroes for a while. This will be my next mod
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If I may suggest another improvements, you should try to maximize the contrast between textures to make them less bland to look at. Like mixing the bricks and the white wall textures.
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Thanks ! will be included in A24. If you are not already in the credits I'll add you
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How I can listen to game data between the game and the AI?
Stan` replied to ramtzok1's topic in Game Modification
Well if both servers make API requests to each other it will work -
Next version Alpha 24 so at least 4 months, more like 6. At 0:55
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New version. Please tell me if the installer has the correct background.
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Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
@Angen depends on what you do. But as much as I'd like our engine to compute stuff on the GPU (Youdbe surprise of what 0AD can run on.) for the sake of compatibility it's a very bad idea. If we keep both systems the code will become really messy. Maybe another use for the strategy design pattern. @Kuba386 Don't be afraid to try it. At best you will learn a lot and make something really precious and at worst you'll still learn a lot. No that many programmer tried to thread it. It was designed to be threaded that was what programmers worked on.The original one was way worse. You're only as good as you let yourself be. If you don't try you'll never know. Netclient will likely soon be threaded. -
Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
The game is mainly using one thread. Just using multiple core will give us a boost on most systems. -
Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
You can try, patches are welcome, or you can start to look at current pathfinder patches -
No I changed computers and someone stole my Amazon order which would have allowed me to commit them. I plan to add it soon. Sorry for the inconvenience.
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Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
Don't worry too much about that. Everyone has a different learning rate. We don't value people by their experience here, but by what they bring to the community. If you make the game faster I think a lot of people will enjoy it We all have lives, (Some less than others) so any contribution however small is welcome. -
Parallel GPU-based A* algorithm in pathfinding
Stan` replied to Kuba386's topic in Game Development & Technical Discussion
Hello, and welcome to the forums, Thanks for your interest in contributing. What would you need to get started ? There are a few bugs linked to the pathfinder but it's current implementation allows for an easier evolution. @temple @wraitii @Itms can you give him a more informed answer about pathfinder specifics ?