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AtlasMapper last won the day on March 27 2016

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  1. Some screenshots of 1vs1 multiplayer games on Cyprus version 1.4 (running on latest A20).
  2. @feneur: Ok, I think everything has been told now. About Lion's post, I did not asked to delete it, but instead just move it in another place (like the split from the original topic of this message). I agree, there is no need to censor it by deleting it. But maybe make in sort newcomers won't be afraid about it. It was a suggestion. I just don't understand your last comment: But this is because I can't translate it properly. If the relax word is because of it, please forget it. Maybe it wasn't clear, keep benevolent, and you can put "kindly" in place of relax, but I'm not sure to
  3. @feneur: Don't misinterpret what I tried to say: I just wanted to point out that in its current state, it is not so easy to use contribute to the game, especially in my case to use Atlas. It already requires lots of efforts. So if atop of it you have to face a continuous flow of negative comments, hostility and "private jokes" of long-term users and even harassment, it is really discourage many people. You can always say it is just a problem of interpretation from me, but the recent post of @Lion.Kanzen illustrate how rude historical contributors can be with newcomers. I understand some of you
  4. @Dade: I think it is really a wonderful suggestion. It is also close to a recent post (about 2-3 weeks ago, can't find the post, the search limitations is annoying) about a group of student eager to offer their help on 0AD as a part of their school project. I am sure many student would love to help 0AD this way. Also, art students maybe (visual arts, music schools) ?
  5. @Loki1950: Yes that was what I did have in mind. So is it possible to make use of "actors" instead of "entities" in order to lower the memory usage ? Should we then recommend @jarnomodderkolk the use of actors to improve performance on big maps ? Or in the end, does the display of a huge amount of actors alters performances too ?
  6. @Hermes: Yes after a few tries, I feel that this A20 is more consuming resources than before. Your problem looks a bit like mine. Have a look at this bug too. I experience lags and crashes earlier than in A19. But it is easier to go until the end of a game when playing versus humans.
  7. @jarnomodderkolk: it will take lots of time to fill it entirely so good luck. Maybe it could be nice to ask to some more experienced mapper if such a big amount of trees could induce some performance issues too ?
  8. @sanderd17: Well ok, it did take some time with some friends, but I tried again it and we finally make it work. Again, I am talking about a direct LAN by connecting two computers with a single cross ethernet cable. I connected both computers, everything was fine and started out of the box: we did note the automatically attributed local IP, then we could share file after the connection. We tried to set up a local multiplayer game in 0AD, and it did not work. it did take ages to find out how to make it work. In the end, we needed to reconfigure to IP attributed automatically then it worked.
  9. Indeed, It seems to be a standard to put fog on -almost- all the map in 0AD. But t might be the "bloom effect" too ? You can remove this effect by unboxing the post-processing effect in options.
  10. @niektb: again, about your config, I don't think you have 8Ghz of CPU, so you probably talk about 8x512 = 4 GB of ram. So we have a very similar resources amount. But you experience lags without crashes, and I don't. So it is something different from the config (again). @feneur: Well it might be an usual way of managing things here, it might be obvious for long-term users. But from my recent user experience, it is not so clear. How can I see the difference from a speculative suggestion from a random forum user (sometimes I do such speculative posts), and the confirmation that the
  11. @sanderd17: Thanks for the infos. Yes I understand this feature is not complete yet, but as it is announced here, it is a bit disappointing not to be able to see some example in the A20. Maybe it could be nice to add the example you provide (thanks for the link) as a demo-only map in A20 ? You can also insist in the description of the map the feature is not yet complete. There was some trigger examples in the A19 (like treasure islands), even if triggers are still experimental. In the same way, you can show how the cinematic camera feature could be used. Some users might find nice to try to me
  12. How can one use the new cinematic camera feature in its current state ? Also, is there any map (scenario, or maybe just only some demo map) packed in the new A20 that provides examples of this new feature ?
  13. I started to try out RC, I have a few observations: Atlas seems to be the same, so not much to say about it. I can open my old maps as usual. However: can't display the actor /flora/trees/grass_1 (doesn't seems to exist) particle/seeds looks like some moving squares, I don't know if it is what expected some error messages while displaying "auras" in actors, it seems to be related to the animation files Displaying 80 % of the actors in Atlas did fully filled my swap then Atlas totally freeze I also quickly tried a few scenarios/skirmishes, and the display seems
  14. @roofridder: now you have some more symmetrical maps out of the box in the main A20 release
  15. After a few tests, it appears that my problem is probably related to this bug. (thanks @SandJ & @pikey). I tried to launch a game, pause it at start, and wait for some time (30-60 minutes), then unpause and really play the game. The game freeze and crashes much more faster in this situation. So it appears that the game slowly eats all the memory in a much eager way than he should. So when I play games, especially with multiple AI, in the end the game will always lag, then completely freeze. I can play short games with 1-2 AI, but I will never see the end of a match with more AI.
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