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Stan`

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

  1. Split. Please keep this discussion civil and refrain from trolling.
  2. Currently I believe the issue is that ships use buildingAI not UnitAI so they cannot have formations. And for land units, since a few commands like attack move are broken it's not possible.
  3. My bad, don't think one can easily overload C++ functions, the roundtrip between js and c++ could be more costly than just js. Also you cannot extend interfaces with more functions, nor can you change the C++ code that use it. Then you have to overwrite those C++ functions with js ones too I suppose it should be profiled.
  4. Not moddable anymore, breaking all mods changing it. If not done properly overlflows and out of sync
  5. I think removing moddabilty will kill the game Because as that point going with a commercial engine might be smarter ^^ You can share interfaces for components. See UnitMotion and UnitMotionFlying which share the same interface. One is JS the other C++ But IMHO if we thread the sim ai and gui which would be good (and all have to be in the same thread cause js contexts are not thread safe) it should not require components to be changed.
  6. Maybe @wowgetoffyourcellphone has more but it stayed like this for the past 10 years.
  7. Here is a 470ms frame in Combat Demo (Huge) You can reproduce it easily by playing that map, or by using the automated version I made here trailer_tools/maps/scenarios at main ยท 0ADMods/trailer_tools (github.com) Messages here are onownership + ondestroy. Most units don't care about it though. In theory that also gets send to all the alive entities, trees building etc.
  8. According to the first post he downloaded the torrent file; So uploading it to Virus Total should work.
  9. In the current state (I don't know about user1's current plans) You'd have to use a client like Gajim to do the moderation. The game's UI doesn't support banning right now. Maybe it can be added, but chances are one might need some C++ changes as well.
  10. Rewriting JS code into C++ means more performance, but less moddability and breaking all the mods that depend on that... Well isn't the whole point of a message system to be asynchronous?
  11. Mutexes with an event based system seems like asking for trouble. Also what about the js code ?
  12. https://github.com/0ad/lobby-bots
  13. Stan`

    Error at launch

    Hey there, this will be fixed for A26. The problem is AMD CPUs broke our detection code in their recent series. Each new series broke something new. [Differential] D4402 Remove Topology.cpp (wildfiregames.com)
  14. Morning @go2die I am sorry, but I do not have the time to look into it right now. I am stretched between the release (fixing the han cc and updating the release pipelines), the git migration, my actual work, my presentation at Vandoeuvre in two weeks, I really hope @user1 @Dunedan or @rossenburg can take care of it. I think @user1 has a bigger plan that I do not understand, for he does not allow me to give moderation rights on the lobby. (He revokes them constantly) Sincerely Stan.
  15. Defaults are overriden by player's preferences. @wraitii might know why it was done that way.
  16. Sweet. Wanted to see if I could give the texture some more panache
  17. Hey, would you be so kind as to try the fix below? It will be fixed for A26. Sorry for the inconvenience You can also try the release candidate.
  18. @wackyserious did you commit those? I couldn't find the textures.
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