Jump to content

Imarok

WFG Programming Team
  • Posts

    992
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by Imarok

  1. 16 hours ago, Sepelin said:

    It doesnt work and it say in a message this:

    Assertion failed: "num_elements != 0"
    Location: wdbg_sym.cpp:850 (dump_sym_array)

    Call stack:

    While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages.
    errno = 34 (?)
    OS error = 0 (no error code was set)

    What Can I do?

    Using an antivirus scanner like GData?

  2. 4 minutes ago, stanislas69 said:

    I'm not familiar with how you create pages ? Doesn't one need to make a wrong link then follow it and ask to create the page ?

    As stated in my edit (I know, not that obvious place), I created a page for you, as I know this process isn't that straight forward.

  3. 13 minutes ago, stanislas69 said:

    In the end this should be written in a design document (Maybe @Itms's)or some wiki page called SoundNamingConventions.

    I'd say a Wiki Page is always good. And I'd rather do it know that later, as you always can change it later, but will not be forgotten.

    Edit: I just created a page for you ;)@Samulis I'd would be great if you could populate the page: https://trac.wildfiregames.com/wiki/SoundNamingConventions

    • Like 2
  4. 22 minutes ago, elexis said:

    Another edge case: What if both players have computed the same gameresult but the report wasn't sent quickly enough before the disconnect? I guess that's also rare enough, especially if the "you lost/won, leave?" mesagebox would only come after the report was sent and received.)

    Sure that needs investigation. I thought the server knows, when a game ended, but after thinking about, I'm not sure...

    One possibility could be that the clients get some rating accepted (rating not accepted) message by the lobby bot. Then we could pop up a message box in case a player wants to quit a game before the rating has been accepted.

  5. 5 minutes ago, elexis said:

    Sure we can't construct some exploit? I guess you are right, but we must prove we didn't forget some case.

    Sure you can ofc fake the report, but then we'll get a report and if someone fakes multiple times, we punish that to disencourage such behavior.

    6 minutes ago, elexis said:

    Independent of your improvement, what do we do if there is an OOS error? The server can detect it, but it can't determine if the rejoiner computed the wrong state due to a code error or abuse.

    As nowadays OOS are quite rare, I think we just handle that also as faking, unless the one who "faked" provides his replay and we can debug it. If so we must decide on each case.

    8 minutes ago, elexis said:

    so it would be necessary that this only a rare occasion.

    Don't know why this should happen often...

    9 minutes ago, elexis said:

    If both players disconnect before the disconnect clause reduces the rating, then the player that disconnected first gets the rating reduction, hence not having to simulate in that case?

    Definitely no need to simulate then anyway, but I'd say if both players disconnect nearly simultaneously, we just do nothing, so no rating for nobody.

  6. On 7/2/2018 at 10:02 AM, elexis said:

    Notice that it's easily possible that WFG hosts games but doesn't simulate them (but then we don't know the winner of the match unless trusting player consensus which might not be given).

    As already said in some other places, there is imho a better solution:

    Wfg hosts rated games without simulating it but stores the replay.

    If the players send the same result it is counted.

    Only if the results differ, which should happen quite rarely, we simulate the stored replay (automatically or manually) to get the real result. Of course we should also admonish the player that sent the false report and ban/kick him/her if it happens multiple times.

    • Like 1
  7. On 7/1/2018 at 3:00 AM, wowgetoffyourcellphone said:

    Yeah, uh, the 0 A.D. mod selector screen is suuuuuper anal about some things, version numbering being one of them. What's the official mod's rebundle going to be versioned? 0.0.231? Can't have 0.0.23.1 like it probably should be, because you're limited to only 2 periods. Another is the "name" of a mod not allowing spaces and capital letters and other things. Why can't I title my mod "Delenda Est", which is its name/title? Why must it be "delenda_est"? :)

    I guess 0.0.231 will be DE's rebundle. :) 

    Why not use 0.0.24 or just start a new numbering and call it 0.0.1? You don't need to use the same numbers as vanilla 0ad

  8. 21 hours ago, wowgetoffyourcellphone said:

    The whole diplo screen needs redesigned. I can design something nice, but I have no skills to implement it.

    Then why not do it and post the proposal at a ticket?There is always the chance that someone (Maybe @ffffffff ) will implement it.

  9. 58 minutes ago, stanislas69 said:

    The best way to have multiple versions would be to have multiple repositories and compile them manually. Some devs do that and have A20 A21 A22 and now A23 on the same computer.

    Why not just download 0ad a22 from releases.wildfiregames.com and unzip it? 

    (Not sure if that works)

  10. 6 hours ago, todor943 said:

    So, I've noticed that when you move the camera there is a considerable amount of fps drop. I have a tendency to not trust my AMD ATI driver on linux, so I switched to the Intel GPU. Both were yielding about the same FPS in game, which I found weird. Until I looked at the screenshots I made for CPU use. I am attaching that below. On the left side of figure 1 you can see that how the Intel Core i7-4810MQ tries to juggle  around single thread performance when using the dedicated AMD FirePro W4170M. On the right side, with the same FPS, the game is running on the Intel graphics. The CPU usage pattern, however, is different. To me as a dev this looks like a scheduling as well as a threading problem. I have the steps to replicate, so how can I profile the runtime to see what is causing this particular issue : Momentary stutter/lag when moving around, with all effects on low and no units. Is there an issue already tracked for this?

     

    Figure 1:

    perfshot.thumb.png.e8227ed6dfeba741a0faed0dc7bcdcd8.png

    See https://trac.wildfiregames.com/wiki/EngineProfiling

  11. On 6/2/2018 at 11:17 PM, Sundiata said:

    I believe there is consensus on this. 

    Not really. I think we better should either make capturing more useful or just disable it for this unit/building.

    For catapults and bolts for example, I'd lower their capture regen rate, so that they can be captured by around 8 units. gameplay-wise this means players need to protect their catapults better with normal units and that someone can't smash down an army with only catapults. That's seems like a more desirable gameplay for me.

    • Like 1
×
×
  • Create New...