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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 14 minutes ago, Lion.Kanzen said:

    I'm not programmer but how i can pop up the "screen selection" pushing  upgrade phase button?

    I'm only good with CSS and XML files.

    I could describe how it could be in common words:

    1. You started a new phase, like usual (no changes)
    2. Phase ended, you added a listener/handler on the phase end, it's just call an open function (the same like a diplomacy button call)
    3. User takes a choice, press button apply, you added another listener/handler on the button click, which applies changes to the simulation

    So you need a XML-code for the selection window, JS-code for the phase handler and the button handler.

  2. 8 minutes ago, Lion.Kanzen said:

    its possible adding a selector screen  like AoE to the GUI?

    I think it's possible, because it's just a window which could modify simulation states. Look at the diplomacy window, what's the different? They're near enough.

    The JS simulation part is flexible already. So you could do many things in mods, but yes, you need to write a code.

    • Like 1
  3. 1 minute ago, dvaosta said:

    For fast changing obstructions, the short range pathfinder is used (the long range one simply ignore other units). Regarding newly added buildings, I don't know if there are cases where the long range path is recomputed, but in the majority of cases also there the short range pathfinder is used to avoid them.

    I don't think that use something like a FIFO cache would be a problem. In fact, also when a unit move along a very long path, that path remain valid for a long time (and in the meanwhile several new obstructions can be placed).

    Then I think we could not the whole path caching, but patch version. Currently terrain is split on patches. So if any path goes through a patch we could cache it in this patch. Why not the whole path, because usually one piece of a path was changed and many paths have a common subpath.

    Not sure, just ideas.

    • Like 1
  4. 2 minutes ago, dvaosta said:

    I've spent some time reading both this document and the code, and it seems that paths found by the long pathfinder are not cached but recomputed for each unit.

    Now, I think a cache can significantly improve performances, especially in the cases where you select a bunch of units that are close to each other and you order them to move to a point that's quite far: in these cases, the units tend to converge on a single line, so why to compute the path for each of them?

    So my proposal is to keep a cache of N paths (the most recent? The most frequently used? FIFO?); when a unit needs a path, we first search if in the cache there is already a path with the same target and a starting point that is less than X tiles away from the unit and we use the short range pathfinder to join that path (on which waypoint?), after having checked that that path can be reached, of course.

    Possible improvements:

    • Reuse a cached path also if the end point in less than X tiles from the unit target (and there are not better cached paths);
    • Reuse part of a path also if the unit position and target are near to intermediate waypoints of the cached path (here the difficult part is to efficiently search if a point is contained in a path);

    What do you think?

    Cache could be good. What we need to do when paths and/or obstructions are changing often, i.e. on a battlefield we always correct paths. Won't it add a visible overhead?

    • Like 2
  5. Just now, Flamadeck said:

    I know. Have you seen how other formats are structuring their data? It's much worse.

    Also the Godot game engine supports glTF2 as natively?

    It's much worse.

    Do not fear blender add-ons dude! Blender add-ons are necessary to go from noob to pro!

    Many pros use them to enhance, accelerate and improve their workflow and artistic capabilities.

    Much worse? What does it mean? Currently I'm looking at the format and see that it has the fragmented input and many time for parsing.

    It doesn't tell me something, that Godot supports it. Because it's not used for really big projects (AAA, AA), at least I don't know about it.

    I agree that installing addons it's useful, but not necessary, because even with the best addons you won't be a pro.

    Btw I don't tell that it's bad format, no. It could be really good. Just I need tests, benchmarks, results (numbers), but not words. So I wrote why changing the format is really complicated task.

    • Like 1
  6. 4 minutes ago, Flamadeck said:

    Did you not read the post (considering the fast response that might be true you dirty meme spammer) before writing your reply?

    GlTF 2 stands head and shoulders above the other formats in terms of specification, test cases, clearness, speed and features.

    There is already a Blender exporter and glTF 2.0 supports specifying an external file for the big data, in binary format.

    Yes, but did you read the original post? It's JSON based. Did you use blender? It doesn't support it by default, but with external addon-s we could add any other format.

    • Like 1
  7. It's like:

     standards.png

    This format have pluses and minuses, i.e. Blender doesn't support this format. If we should change the format, why we should use the text one or mixed (like this this)? We could use something faster, most binary formats are faster and smaller. But yes, most of them have a license which we can't support.

    Also converting is the really much cost operation, because we should convert not only files, but wiki, parsers (a lot of C++), tutorials, probably we should add some hacks for this format. Do we really need to change the format? Because we don't feel bounds of the Collada so much, because we use it pretty simple.

    Another way we could use assimp, and we won't longer be depended on file formats.

  8. 4 hours ago, elexis said:

    We'd need a new simulation component to keep track of the environment variables that we want to control, equal to the CCmpWaterManager.cpp that updates the renderer. Not too hard to accomplish, limited context. Still would need someone willing to do it. We should also flesh out the use case beforehand. We could have different, fine-tuned sun angles for each map, or we could have a complete day & night cycle independent ot the chosen map.

    Agree, we should have a component for these goals. It'd be really useful.

    About the day & night cycle at all: I think it's interesting and looks nice, but sometimes someone may want only night maps, sometimes only day maps and sometimes mixed maps. Won't it be unrealistic, that we have different day cycles with the same game speed? I think it's better to have the day & night change in cutscenes, between campaign missions, but in-game it may look weird.

    • Like 2
  9. 4 hours ago, elexis said:

    The ApplyValueModificationsToPlayer function was removed in r19924 and delenda est has a copy of Player.js.

    The only change in the copy is the maxpop = 500. @wowgetoffyourcellphone this max pop change doesn't work, does it? It's the gamesetup determining that right? IIRC it's different for skirmish/scenario and random maps.

    Modified copies from the public mod always run into that issue. A modified copy of population_capacities.json might do the trick already, dunno.

    I have some thoughts about mods, especially in these cases. If we want to change small function we need to copy the whole file. Could we make a logic, when mods has a javascript file (i.e. Player.js), which has only one function, overloaded from the original one, and we replace it with new version of the function? Or at least make it for components, to prevent such issues.

    Just an idea.

    • Like 2
  10. 20 hours ago, chomps said:

    Hi vladislavbelov,

    Thank you for your assist. I found the problem (which I should have noted in the beginning) In the error output it says "Location: ogl.cpp:480 (ogl_Init)"

    ogl is openGL and the problem is it cant initiate the graphics. I looked around and found my graphics drivers were not loaded. I think a system update might not have added the modules into the new kernel. So if anyone else sees this you can check you graphics drivers first.

    Thank you

    You're always welcome. So, I think your problem is solved, I'm glad to hear it.

    • Like 1
  11. 1 hour ago, Ilya_rimade_ said:

    In the description of the sandbox mode (in the Russian version, at least) it was said that the bot does not expand the territory. But in my game, I think he built city centers.

    English version has the same text. Could the sandbox bot expand? I think @mimo could know about.

    Could you provide the replay file?

  12. 3 hours ago, rugk said:

    Sometime after starting a single- or multiplayer game 0ad just freeze

    Does it happen immediately after the "Start Game" button, or on loading, or after loading? Most possible it's the driver/SDL/GL functions pointers problem, because we don't use Xorg in the direct way, but it could be some dependencies. Do you have any logs in this (freeze) time?

    • Like 1
  13. On 29.07.2017 at 2:14 AM, Typhoon said:

    Another point I like to make is the player coulours are hard to see on units, which is also not very good to visualize what is happening.

    I agree with @Sundiata, zooming is the good tool to overview all battlefields, cities, how they look like. Also I don't like many player's colors on units/building, it looks too cartoonly and oddly.

    I've never met topic restrictions with visualizations, usually I have selected units in a battle, to see what's happening.

    Also zoom out isn't bad for mircoactions, because you could control the greater number of units/building (what I do usually) and see the danger faster.

    • Like 1
  14. 1 hour ago, Gyrion said:

    Am a massive lover of 0 A.D so please dont take what I say as hate or nasty I am simply just addressing some issues I have faced with the new 22 update.

    I have found even with further lowering my graphics the moment my troops move and I mean like even 1 or two they are jittery and laggy. The new graphics look great but are not very well optimised and it removes a demographic such as myself with more lower end pcs to not be able to play the game we love due to the issue of graphical lag. I run games like Fallout New Vegas or Counter Strike GO fine and on pretty good graphic settings but even on the lowest settings 0 AD is atleast currently too laggy and would really benefit from optimisation before adding any new features, units etc. So people like me and others who have low end PCs can play this amazing game again.

    As @Lion.Kanzen said, the main reason is the pathfinder. But it also could be the renderer issue, do you have lags on a game start? You could enable FPS counter to see your FPS.

    • Like 2
  15. 3 minutes ago, AgamemnonPhlemnon said:

    Thought of something already... haha.  Is there any guides to making textures blend in more with each other and stuff like that?  Before I made an account on these forums I could've swore I saw a topic all about it in this part of the forums but I scrolled through and can't find it again unfortunately.  It was quite a while ago so maybe I'm not remembering it right.

    (Do bridges work?)

    What do you mean by textures blend?

    No, bridges mostly hacky implemented. But @sanderd17 has some patches about terrain modificators, which could allow less hacky bridges.

    • Like 1
  16. 1 minute ago, AgamemnonPhlemnon said:

    Anyone know of a place where I can find more up to date information? or even just a general map making guide/tutorial, not even necessarily for 0.A.D.

    Mostly on wiki, but it's not very big. Also you could ask here, on the forum.

    2 minutes ago, AgamemnonPhlemnon said:

    Hey, I quite enjoy making maps for this game but I'm still quite an amateur and while this page was quite useful for learning, it appears to not include some features of the editor which I assume are newer.

    Which features are not included?

  17. 1 hour ago, dvaosta said:

    Looking at the extinct volcano map, I noticed that, when the water rise, the ships can move across partially submerged buildings and trees (this is visible also in the trailer). My proposal is to implement 3D obstruction boxes and to compute which objects cross the water level each time the water rise (or, better, water level - x meters).

    Currently all objects have obstructions only on plane, and to make it 3D only need to add a height. But objects have different form, so to make really good obstructions we need to add 3D collider mesh, which is the really complex task.

    • Like 1
  18. 27 minutes ago, pAris said:

    I am unable to update as there is no updates available. It says im running the latest version of the game. Is the game still not on ubuntu repository?

    Hi, @pAris,

    I think it's not updated yet, but it'll be soon, I hope. It depends on packages publishers.

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