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JuKu96

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  1. Thank you all for your answer! This sounds nice! @Nescio And how much of the tickets are be done? Is there a progress in percentage? I ask, because i am a fan of 0 A.D. and waiting for the nexft alpha.
  2. Hi together, 0 A.D. is a great game! But last alpha is from 2018. Is the new alpha still in development or aren't there enough working people anymore?
  3. Hi there, when is the next 0 A.D. release? The last one was long ago... Best regards Justin
  4. Are all changes mirrored to github? Or is this only an outdated state?
  5. Thanks! But i cannot work on it yet, because of university. I cannot work on this until march.
  6. Hi, Thanks for your answer! I dont have such an file in my config directory.
  7. I have discovered also an interesting article, how age of empires resolved some problems: https://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php Okay. Then we should use more multi-threading in simulation, or? CPU clock speed will be reduced in future and number of cores will be increased. So this problem will also increase with newer CPUs.
  8. This is what i mean. Exactly! That's the problem! You need more resources now, but the number of resources in map hasn't changed. So demand is higher than supply. And caused by this, you cannot really build big walls anymore, because you dont get enough resources in early game to do this. So walls becomes more and more irrelevant. But we should fix that by increasing the amount of stones in stone mines. Maybe this will fix the problem an little bit. But i think it will be an better idea, if you decrease the costs or increase the number of resources
  9. thanks for your help! On github their isnt any branch, except master. But i see you use newest version of enet. 0 A.D. is using UPD protocol, or isn't it? Is there an replacement / alternative to spidermonkey? Also i think it will be an better idea to use queues for receiving and sending messages... This will make multi-threading an little bit easier. I think i should start with improving the documentation while reading NetServer.cpp and NetClient.cpp, as you said... > The connection is via network, just like every other clie
  10. Yes, but maybe the number of stones in a stone mine was decreased in one of last alphas?
  11. thanks for all this answers! Really interesting! thanks! Where can i found his patch? I have seen you have migrated to Github? Or is current code already in SVN? I will try this. The only problem is, that my c++ skills are currently an little bit rusty. But i think i can do it. Do you use an networking library or does 0 A.D. use normal C++ networking? And yes, the hardest part in 0 A.D. is to start coding... "which sometimes leads to funny situations like the host losing the connection to his own server while the others can observ
  12. Currently the net client isnt running in an seperate thread? This means 0 A.D. is only single threaded? Why? What do you mean? If you want i can also help to make this single threaded game an little bit more multithreading. I have an little bit of experience in that. But the engine isn't documentated really well (for me), so its very difficult to get started into 0 A.D. development.
  13. thanks for your answers! Yes, but if you set Unlimited in multiplayer games it will cause lags. Its important, that pop 300 and Unlimited are different options. nice! Another thing is, that currently in most games you dont need walls anymore. Since 2 - 3 alphas walls have losed their importance. In most games you dont have the time to build great walls. That's too bad. Or i am such an bad player, that i do not come to build great walls. I have startet playing 0 A.D. with alpha 16 / 17 and on this multiplayer games i was building many, great wall
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