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Posts posted by Echelon9

  1. Just a thought, but for those interested in AI development or prototyping, could there be a use case of running a game between two bots over the network?

    This could be to:

    - observe how two different strategies and approaches work,

    - for repeatable simulation and outcome testing,

    - competitive AI competitions, or

    - basic research

    All is possible on a localhost, but there is flexibility being able to do the same over the network.

    i.e. can we address that undefined playerstate error in a way that doesn't require a fallback to singleplayer?

  2. 1328899996' post='233922']

    Hello All,

    I made it my goal to get you a double clickable app for 0AD on the Mac, and I am almost there. It all compiles into a framework in XCode, just need to finish getting the linking to work...

    .. It has been a pain.

    I am going the route of a hand built XCode project, so I'm not sure it fits in with your vision should how it works. Last I read you seemed to want to automate creation of the project? Anyway I could just maintain this myself in github and use it to provide you with an app that will run on a clean system, my goal!

    A hand-rolled Xcode4 project file already exists to build an OAD .app bundle.

    However, as you noted it needs to be kept updated when source code files are added or deleted vs the automated Premake solution that works nicely on Windows, but poorly on Xcode project files.


  3. As far as data paths go, expect a patch for #1145 very soon, taking care of both Windows and OS X at the same time.

    Sorry, but I really don't like the idea of using ~/Documents on Mac as the file path location of saved games and screenshots. It just doesn't tie into the way any other (broad statement: but I haven't seen any examples) games or Mac apps utilise the file system.

    Mac is often about hiding away the complexity of the filesystem (at least for novice, casual users) and providing a nice interface to underlying files and features. Accessing save games makes most sense *within* the 0AD application, I really don't care where they are on the physical file system most of the time. Storing them in Documents is too in the users face, as that location is primarily for user created documents, not outputs of an application or game.

    I'm strongly of the view that all generated data should be within ~/Library/Application Support or ~/Libraries/Caches.

  4. Because I made ​​to test this issue has been resolved ..

    But there are still a problem plaguing all of us, that is, the lag of the game, when the armed forces and building more and more the speed of the game become lag, which makes me unable to quickly control the army to attack enemy troops, and then the game speed increasingly lagging behind, they walk faster and lag, almost tens of seconds to move a few steps, it is very bad. this issue needs to be resolved as soon as possible, as it affects gaming performance. Thank you!:wacko:

    Yup. We know.

    There isn't a need to post the same message about lag issues on a number of disparate threads to do with unrelated issues.

    Take it as given that the devs, who do play a considerable amount of 0AD, would be aware of the pathfinding/performance status at present.

    We'd all like to see it incrementally improved, and that is taking place.

  5. Discussion is progressing well.

    In relation to mods and total conversions, I'd like to suggest that they should go in /Applications/0ad/ and then be dealt within the VFS system (which I'm not fully across just yet) - whether that means in practice a zip file in the top level folder, a sub-folder or someother compressed archive.

    To my mind where a mod changes -- or even potentially totally converts gameplay elements in a total conversion -- the adoption of those changes should be quite clear and deliberate, almost forming a new game. This is why it makes sense to have them within the /Applications/0ad/ folder.

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