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JuKu96

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Everything posted by JuKu96

  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 Or is this only an outdated state?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 per mine by default.
  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 client, except that its the local ip 127.0.0.1, so you get like 6ms latency instead of 200-500ms (average to barely acceptable ping). why was so decided? Isn't it an unneccessary overhead? Or should server always standalone? > then it won't get cycles to process and send the net packets, thus loses the connection to the server running in the separate thread (while possibly no other client loses the connection). thanks! I understand the problem now. Hmmm... I think this wasnt an good design descision, because this causes most of lag. Most games today doesnt work like peer anymore...
  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 observe and chat about that" I have also observed such situations. But why? If net server is only in another thread of same process, their isnt any connection between host and main client, or am i wrong? I will look into code...
  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 walls. And with walls the playing time increases. Another problem is, that maps doesnt have enough resources anymore. Much maps doesnt have enough stone / metal anymore to build such great things.
  14. If i play a while sometimes the game is hanging up (also in singleplayer!). This means the game doesnt crash, but it doesnt do anything anymore. If i switch from fullscreen mode to windowed mode (or return to fullscreen mode) then, the game flickers and the window screen is black. In multiplayer games also the host crashes sometimes. What can i do? I have already reinstalled the game. thanks! system_info.txt
  15. Ah! thanks for this information! But i think an dedicated server is also an nice feature - independent from STUN. In Germany most routers doesnt supports STUN by default.
  16. The beautiful thing of 0 A.D. ( opposite AOE3) was that you can build an big army and handle 300 units. That was the challenge! If you decrease this number from 300 to 200 many players will return to AOE3 instead of 0 A.D., because AOE3 has an better balancing and less lag than 0 A.D. The really big thing of 0 A.D. was to handle such much units! Dont remove this unique selling point! Btw, since some alpha versions the playing time has been reduced. This is a pity. I think its an better idea to increase the playing time instead of decrease the pop cap.
  17. thanks! But whats the state of this development? Is this dedicated server already under construction or doesnt develop anyone anymore on it?
  18. @Dade Thanks for your answer! 1. Yes, but maybe also yet to reduce lag. 2. A standalone dedicated server executable sounds nice! 3. No it dont will add bandwidth usage. Currently every 5 or 10 ticks all units are synchronized to detect OOS. But if server is chief there cannot be an out-off-sync anymore, so detection is redundant and traffic can be reduced.
  19. @niektb I have re-formated the code now. Thanks for help!
  20. I mean network lag. Since alpha 18 or alpha 19 (my first version was alpha 16 / 17) game is lagging more and more. My ping is surround about 55ms: I think the IPS isnt the problem, the network engine (by design) of 0 A.D. is the problem, i think. There are many data sended betwenn all clients. Execuse me for my english, i am from Germany and my english isnt the best! In newest version the game lags (often) in early game, in earlier versions of 0 A.D. the game lagged, if any, in late game (caused by too much units). But currently it also lags in if you start the game (~15 units / player). So many players leaved 0 A.D. In my opinion there are 3 solutions for this problem: 1. introduce seperate lobbies for different continents It isn't an good idea, if an player from america plays with people in europe. Its also nice, but this causes more lag, because the route is very large. It will be an better idea, if americas plays with other americans and europe players with other players from europe. So we will prevent some lag and less bandwidth. Other games (like League of Legends or World of Warcraft) does also seperate regions to reduce lag. 2. 0 A.D. is hosting games itself I think this option isnt possible, because of its financial price. 3. Redesign Architecture of Network Engine of 0 A.D. Think about an new architecture of network engine, which will reduce neccessary bandwidth and uses more prediction. Also dont send all units and synchronize all units between all clients. Server is chief and sends only neccessary data to clients. So not every client is simulating every game anymore, server is only the big simulator and clients do only prediction. This can maybe increase cheating, its possible, i think. But it will also reduce lagging in many times, because bandwidth usage is lesser.
  21. Is there a plan to reduce lag in future version of 0 A.D.? In my opinion lag has increased in last 3 version of 0 A.D. .
  22. How does the new spion feature work?
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