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hyperion

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Posts posted by hyperion

  1. 1 hour ago, Grautvornix said:

    I do agree that historical leaders are preferred. Just in case we cannot come up with enough famous names we should not restrict ourselves and instead add additional "normal" names of that civ/period.

    We don't strictly need 8 names, I mean I can play against 3 or maybe 4 before I get badly beaten. So in most games a single name per civ would be already enough. Using made up names would undermine the point made by @Stan` which I quite like. So requiring 8 names doesn't sound that great.

  2. 23 hours ago, Vantha said:

    I suggest to remove the system of counting names that are chosen multiple times with Roman numbers. Especially if it's this simple to change.

    The code needs to generate an endless list of names, could be bot1, bot2 and so on. The improved names here are only for role-playing purpose. If you don't provide an endless list you might break mods or add another thing that breaks should you increase max players. Tweaking the generator is an option but discussing this I consider off-topic (like most in this thread) so I stop here.

    • Like 1
  3. Auto queue is just a hook to add stuff to the queue should it be empty, what is shown is basically just the pattern used for adding, not units already in the queue. Filling the queue based on the pattern binds the resources. The AI has already decided to spend the resources this way so binding doesn't matter either. You can also just calculate each round what the AI should do with their res and only queue a single batch if currently empty. In essence you would just run the same calculations over and over as the result wouldn't change. Sure you can mod the AI to be smarter but the autoqueue feature is pretty much useless for anybody but humans.

  4. 57 minutes ago, Stan` said:

    That's about page size (continuous blocks of memory similar to blocksize for hard disks), paging (or swapping in unix speak) moves pages between ram and hdd. :) Page size is about efficiency, to small means to much overhead and to large means waste of space.

    I can't find good docs either, but an article talking about it would be https://www.tomshardware.com/news/how-to-manage-virtual-memory-pagefile-windows-10,36929.html Unfortunately, the use of the term virtual memory in that article is again different than what virtual memory is about :balrog: (see https://en.wikipedia.org/wiki/Virtual_memory for a somewhat decent introduction) and the statements about minimum and maximum size are almost certainly not true either but alas ...

  5. 3 hours ago, Stan` said:

    - Large adress aware 32 bit app : max 4GB of ram

    But only on a 64bit Windows. The 4GB are also referring to virtual memory and not ram per se. Using my numbers from before only 1.5GB would have to "live" in physical ram.

     

    3 hours ago, Stan` said:

    I couldn't see any swapping info on the MSDN links

    After an arduous journey of convincing the search engine (tm) that I don't want to backup files I found it's called paging on Windows and the "swapfile" is called pagefile.sys and hidden and managed for you by default.

    While Linux just pretends the extra 5.5GB memory exists until it's used (true overcommit) Windows should be able to "page" it according to my understanding. Ofc the 32bit Windows build doesn't use 7GB virtual memory but it's pretty safe to assume that maximum of 4GB is just barely enough.

  6. 2 hours ago, Stan` said:

    If you still have it around, it would be interesting to have the 64bit A26 build you made to see if that reduces the issues ? If it's that frequent, it would make it easy to rule it out ^^

    Was based on svn before A26, closer to A25 I believe. The binary I deleted in the meantime but could be rebuilt, though might have to work around a certain python - sm issue.

    From my limited knowledge of Windows memory model, it allows sort of overcommit if backed by hdd, maybe sort of dynamic swap is a better term. For me 0ad typically takes about 7 GB of virtual memory on Linux 64bit and some 1.5 GB residential memory. Therefore I think it's very reasonable to assume that a 32bit builds will have trouble with the limited address space but a 64 bit build would work reasonably well with 4GB physical ram even on Windows.

    So I have no doubt that 32bit is an issue which people might run into occasionally, was just wondering if the last community mod might have moved the tipping point based on recent noise but according to @chrstgtr that doesn't seem to be the case. I think the last notable rise in requirements was with A24 and earlier version should be much less likely to run into this.

    • Like 2
  7. 8 hours ago, chrstgtr said:

    It is just being reported here now.

    There were quite a few threads beside this one and even bug reports recently. Sure this doesn't mean there must be a correlation. Once the game is at max pop there shouldn't be much of additional memory be needed based on game length tho unless there is a leak, so I wouldn't dismiss the possibility.

    Windows user are rare in my environment so I have not personally experienced this issue at all and hence I can't make any sensible statement of whether it having changed or not other than the frequency of reports.

  8. On 08/03/2024 at 6:04 PM, real_tabasco_sauce said:

    Do you mean other players? Are there settings which minimize memory usage? maybe turning off model appearance randomization? Maybe I should recommend windows users try those settings to help prevent oos?

    Reports seems to have increased a lot since last community mod release, maybe try without. What should help a lot is reduced map size, less players or lower pop cap.

  9. You'd replace

    build/jenkins/dockerfiles/gcc7-docs.Dockerfile

    Pipeline to rebuild docker images but missing this one (maybe manually created):

    build/jenkins/pipelines/docker-reset.Jenkinsfile

    Pipeline generating docs:

    build/jenkins/pipelines/docker-docs.Jenkinsfile

     

    The ones in svn and running on the CI might not be fully in sync, @Stan` would know :)

     

  10. 33 minutes ago, Lion.Kanzen said:

    You know which directory they are

    The example set aka the code demo set:

    binaries/data/mods/public/art/textures/skins/structural/kart_struct.dds
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_1.dds
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_damaged.png
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_damaged_heavy.png
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_damaged_heavy_norm.png
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_damaged_med.png
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_damaged_med_norm.png
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_damaged_norm.png
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_norm.png
    binaries/data/mods/public/art/textures/skins/structural/kart_struct_spec.png

    As you can see there is one for each of no,  light,  medium, heavy damage.

    • Like 1
  11. 5 hours ago, Cayleb-Ordo said:

    is there a way to test the ci stuff? I saw the docker files and they are on debian buster, which is old old stable.

    The "Dockerfile"s for the CI are in the repo, so in principle you have access. Repology suggest buster comes with cmake-3.13. There is backports for buster and the Dockerfile could be updated to fetch or even build a newer release, tho that would probably need some broader consensus as that would mean we indirectly bump the requirements.

  12. 33 minutes ago, Cayleb-Ordo said:

    I think the Todo List is automatically generated by Doxygen if something is marked with "@todo".  It can be disabled in the doxygen config.

    Yes, should be. The thing is that directive isn't really used. There are the classic // TODO and friends tho.

     

    40 minutes ago, Cayleb-Ordo said:

    I created a CMake File, that could also be used in a ci and locally. That limits the Version Numbering if used automatically to numbers. It could be set manually, if there is no "real" Version number. 

    You can try to run svn info to get the revision. Using a shell script might be easier than using cmake. The value added by cmake for a doxy target is not much anyway.

     

    44 minutes ago, Cayleb-Ordo said:

    Another thing i dont realy know is, how the SVN can handle git submodules.

    There is no "git submodule" support in svn at all, tho github has an svn interface I wouldn't go down that path. A supposed build-docs.sh could simply fetch a tarball, at least in a first installment of such a script.

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