Jump to content

vladislavbelov

WFG Programming Team
  • Posts

    1.411
  • Joined

  • Last visited

  • Days Won

    24

Everything posted by vladislavbelov

  1. @mrben, There could be an issue with Intel: http://stackoverflow.com/a/24824554. Do you know your real values of both values: logicalPerPackage, maxCoresPerPackage? May be Philip or @janwas could say something, at least only they've edited this file https://trac.wildfiregames.com/log/ps/trunk/source/lib/sysdep/arch/x86_x64/topology.cpp.
  2. I think, you need engine improvements, especially terrain storing & rendering, because the map size isn't limited only by CPU RAM, but by GPU RAM too. I want to improve a terrain rendering, but even it'll have CPU/GPU limits. So I could suggest to use the current biggest map and scale up map or scale down units, but it needs some changes too.
  3. Perhaps, because lobby returns outside IP, but user could use NAT, so we couldn't join to user in the same net by outside IP? (If understood you correctly).
  4. I think, materials are added when there is a model/an actor which should use it.
  5. Do you mean people from internet by "other players"? If you use router, you need to give your brother a local IP of your computer (usually, like 192.168....) and a port, which you setup. Which OS do you and your brother use? Security systems of some OSs could block connections to strange ports.
  6. Mostly OpenGL 2.0, GLSL uses #version 110, @Yves tries to work on version for OpenGL 4 (i.e. instancing).
  7. I've the SSD one on my notebook, it's fast, but small. So I couldn't store something big there, and I store all my photo-reportages and time-lapses (> 2TB) on different HDD, it's better than have SSD with the same volume, because: It's much cheaper, like ~$20 vs. ~$150. 2TB SSD costs ~$1000, I could buy 10 HDD and make RAID from them, and it'll be fast and really secure. HDD could work much longer under loading, but SSD has a very limited resource, so you're not able to make R/W like 64GB/day like for HDD, because then SSD could be broken (lost sectors) in 1-2 years. Also I use very old HDD (40GB) for my old notebook (it even has floppy!), it has Gentoo + OpenBox, it works good enough to surf internet and watch films without lags, when all other computers are under loadings/calculations.
  8. Also the good link: https://trac.wildfiregames.com/wiki/Manual_SettingUpAGame at Setting up your network.
  9. Also it'd may help to get more readable error: https://trac.wildfiregames.com/wiki/DebuggingOnWindows .
  10. There is a side effect of your way: you have 200 wood, you want to build a house, select it and try to place, suddenly you can't build it, because you have only 50 wood, and you think: "Who stole my wood?". But it's not a stealing, just some building spent this wood on a queued unit. Another example, when you've been attacked in one place, you need create many units there, but all resources are spending in other CC, so you need to click over all buildings and cancel queues. Also there is a problem with priorities, because every situation has an own priorities, which unit should be created first. And in case when buildings spend resources when needed, it may happen that units with low priorities will be created before units with high priorities. So this way will be a complex task. So I'd prefer the current way or combined (suggested by @civilis), because it allows to control the resource flow with big precision.
  11. Probably, the problem with "monopoly mode", it's a checkbox inside sound device settings, try to turn on/off.
  12. Has he any connected audio device (headphones, loudspeakers)?
  13. The first link is unreachable (https://wildfiregames.com/forum/index.php?/topic/18265-terrain-flattening/). I agree with @FeXoR: current version has the balanced solution.
  14. There're few issues with the water: not clean reflections, shifts of reflection (the issue above), not so realistic refraction's colors.
  15. There is a campaign ticket with a WIP patch: #4387. So I hope that it will be finished to A22. About "V": the very interesting letter...
  16. I mean the way where no variations, only animations: It's for the prop, not for unit.
  17. There is frequence="1" again, but in the animation. Also "it will save the name for the props", probably you need to do this for unit: <variant frequence="1" name="Walk"> <animations> <animation file="infantry/general/walk1.psa" frequency="1" name="walk1" speed="250"/> <animation file="infantry/general/walk2.psa" frequency="1" name="walk2" speed="250"/> </animations> </variant> And for prop: <variant frequence="1" name="walk1"> <animations> <animation file="infantry/general/walk1.psa" frequency="1" name="walk1" speed="250"/> </animations> </variant> <variant frequence="1" name="walk2"> <animations> <animation file="infantry/general/walk2.psa" frequency="1" name="walk2" speed="250"/> </animations> </variant> Or even without variations: <animations> <animation file="infantry/general/walk1.psa" name="walk1" speed="250"/> <animation file="infantry/general/walk2.psa" name="walk2" speed="250"/> </animations> I'm not sure, I'm searching in the source.
  18. I'm not sure that it's possible yet: sync different actors for animation with the same name and file, especially if actors described in different files.
  19. So the unit and the prop are different actor with different animation files?
  20. if I'm not mistaken they shouldn't be synced (because name just for an animation control), probably it should be synced in that way: <variant frequency="1" name="Base"> <animations> <animation file="units/death1.psa" name="Death" speed="50"/> </animations> <mesh>skeletal/horse.pmd</mesh> <props> <prop actor="props/units/blood1.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="Base"> <animations> <animation file="units/death2.psa" name="Death" speed="50"/> </animations> <mesh>skeletal/horse.pmd</mesh> <props> <prop actor="props/units/blood2.xml" attachpoint="root"/> </props> </variant> ...
  21. Shouldn't frequency="1" be there in the <group><variant frequency="1" name="Death">...</group>?
  22. Probably yes, I didn't mean something specific, just some test tool. Because pvp matches or manual checking-s are very subjective, we could notice only very visible bugs.
  23. AIs were only as example, I usually test (not 0AD) a balance with python scripts: generate all permutations of possible sides, simulate (very naive) and search some easy situations. Probably for the balance of the 0AD we could use something like this or whatever else.
  24. Any tools which could check the balance (i.e. play non-visual 1000x matches between AIs)?
×
×
  • Create New...