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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. Well, most users are happy if they see the message when the join the lobby and see there is a new version or simply get a new version through their package manager. I'm not sure there is a check for updates function in the windows version though. with that you cover 99% of users. Anyway what I meant is, for any power user interested in doing hyping all the info is readily available.
  2. In A24 sieges are still far to strong from a realism point of view, but to frail from gameplay perspective. Obviously you can't have both. As for the mod, I like that it has a more or less coherent direction and not "there are some nobs we haven't touched in a while, so we surly need to do some tweaking".
  3. Seriously, anyone with just a tad of experience of how the development process / open source works had a relatively easy time to follow. As one of the external viewers myself, the release felt like there was a lack of experience with the process which isn't surprising given the circumstances, nonetheless there were no real blunders. As for PR / communication, there is a certain obligation. The easiest way to take care of that would be a mailing list wfg-releases. Besides the canonical release announcements there is a need to properly communicate the end of merge window as early as possible. Everything else is extra and you guys did clearly more than required. @mysticjim , portraying your enthusiasm longterm as you currently do I think is worth more than hyping a release. If you want there is https://trac.wildfiregames.com/wiki/Alpha25 which shows roughly the release date (start of July) and what is already confirmed to be part of the changes. About the claim that "social media work" would reduce complaints, well most of what I saw was healthy and what went beyond you won't be able to curb anyway and there is no need either.
  4. And here I thought the alpha was part of the brand instead of the version
  5. I always find those randomly placed props rather odd. A basket in front of a regular house is still ok, but shields and weapons everywhere certainly not. Either you had them close by or they were stored more or less securely.
  6. I really wish there was a rule of max 1 gameplay change per month.
  7. What is talked about here is some tweaking, reworking could be being able to buy info about techs researched, how many troops there are, how many resources are stocked. The issue with the current setup is, it's much cheaper and more reliable to just send a horse into the enemy base. The advantage of being able to bribe any unit to share vision is mostly if your opponent plays hide and seek with his last one or two units.
  8. Sorry for the late reply but had to browse some code first. Found an old thread and there people were rather willing to drop old hardware if it makes sense going forward. We also learn that widelands started to require opengl 2.1 in 2014. I'd say the move was fair game back then if you had a decent argument in favour of it. Today just because is already a reasonable argument. Requiring 2.1 for 0ad would allow for a major cleanup. First get rid of the reminder of FFP, then ARB/pre GL21, maybe gles (of the 17% you mentioned how many use gl4es). Then split render into include and opengl21 impl. Next improve split of render and graphics which seems quite messy currently. Once all api specific stuff is hidden behind the renderer interface you can add other implementations like vulkan or bring back gles if it still has value and someone is keen on working on it. The current situation is subpar. There are vestiges of a partial rewrite long ago. Renderer has knowledge of some shaders while the intention was to have them independent(over-engineering?). There is even if GLES in if !GLES blocks (indicating it's even to complex for committers). Bluntly, a cluster@#$% that is hard to fix without making some cuts first. Not saying you have to take the route I just outlined but there would be ample justification if you wanted to. --- 4K percentage should be slightly higher me thinks if properly supported, anyway automatically setting a reasonable value for gui.scale would already improve 4K support a lot.
  9. The issue with with wonders becoming to important is footprint. Some civs might get screwed here.
  10. A variant that wasn't discussed so far is to make the time of disappearance configurable. For instance corpses stay for 5 seconds (use slider for slider sake!). This way the the information corpses provide remain reliable while avoiding the visual oddity of the corpse limit approach. The performance gain would also be similar in most cases.
  11. Which isn't open for posting ... At least it's better then all private as in the past.
  12. A quick search says likely in /var/snap/ and ~/snap/ , this may well be distribution/installation specific. You can also try to run "find ~/ -name user.cfg" in a terminal to get a list of possible candidates.
  13. @BoredRusher isn't wrong, maybe the wording is. There was a huge amount of gameplay changes late in the development cycle. Lot of changes in a single release are bound to cause some displeasure. I understand the eagerness to get everything in last minute when the last release was long ago so hard to blame the "balancers" for this. But less could well be more and something to keep in mind for a25. Another point is most of those changes seem to be based on gut feeling. As the involved people are pro or at least knowledgable players gut feeling produces on average decent results. Let's say 80% good 20% bad for arguments sake. Out of the 20% one or two brain farts will inevitably mix in. Bad changes are always a lot easier to notice and are what agitates people. Getting hostile towards people pointing out what they do not like is similarly toxic. A poll won't work. My impression is the effects of some of those gameplay changes aren't even well understood by the "balancers". Having people with even less of a clue vote will make things only worse. Well, you could at least blame the community at large instead of the few where things go wrong. @BreakfastBurrito_007, the "stable system" is partially intended, no more bonus for advancing civ, no exponential growth of economy techs, the changes to techs in forge etc. There are even plans to reduce the territory influence of city phase. To use your analogy, it's not yet a valley, more like flat ground, instead of a hill as in a23. I agree that those changes brings it's own slew of issues.
  14. Miles, pounds, gallons have been eliminated, what does it mean for the US?
  15. It runs ( ... out of memory) on pi pi has Vulkan support https://www.cnx-software.com/2020/12/04/mesa-20-3-released-with-raspberry-pi-4-v3dk-driver-panfrost-bifrost-support/ opengl 2 is like 15 years old. Text isn't readable on 4k, so in my book close enough to unplayable, but yeah still better than the pi example I linked above Well, there is indeed an undocumented/inaccessible gui.scale parameter which sort of works good enough but 99% of potential users will have dropped the game at that point. Also rtx isn't relevant here as this is about the gui, the viewport is plenty good enough if we ignore some old ugly maps.
  16. Setting it to 0 in autociv prevents death animation as well.
  17. What even constitutes a toaster? Pentium II MMX? The problem with the must support toasters mentality is it discourages people from actually working on a new GUI or working on the renderer. As for 4k, if the GUI is optimized for FullHD and font scaling is implemented the experience would already be much better than currently. You could also say that to support a couple toasters you loose users of better hardware.
  18. It's indeed not well defined here, but you can think of it as either normal decay or no corpses on the ground at all. Meaning the removal of a single corpse (decay animation) isn't randomized but behaves consistently. Why fixed number of corpses can match on/off is probably because there are already people used to it due to autociv. Guess otherwise the bias would be even stronger towards on/off.
  19. I have in mind a much more cheaper shader for that Real ascii art shader or a pseudo QVGA shader?
  20. In descending order of importance: It signifies the game isn't dead yet. No longer violates security policies in Linux distros and can be packaged again. No longer just broken on recent macs. My pet peeve feature: hot key editor was added. Improved artwork. MSAA / CAS Next would be the first negative so I stop here. Thou overall more changes for the better than for the worse.
  21. Do you think there is a big impact on performance for arrows? I estimate the gain would be of about the same order as for corpses. Less complex meshes but much higher number. Edit: Also less controversial, so less of a headache to get through a review While true, unreliable and rather insignificant. I guess you could ask @nani to add support for a toggle graphics setting hotkey to autociv. So you have the normal/expected decay times during early game and can easily switch to low quality settings once the game starts lagging.
  22. No wonder there isn't a mod for this as it's handled solely by the core (c++). Hardcoding it to 30 seconds is fine I guess, I think the switch should be either use PROJECTILE_DECAY_TIME or remove right after impact animation was played. In the on/off case for corpses the same config value could be used here, thou I'd prefer a separate one in either case.
  23. First of all, thanks for working on this. I guess there will be a noticeable difference in playability for people with weaker hardware. One thing I noticed in the video is you exclude projectiles from this "disappear early" treatment. Projectiles should have a similar impact due to the large number and are less noticeable than corpses. So have less visual impact if they disappear. As for the main question, I'd go with on/off. While this random (intermediate) disappearance is indeed quite odd looking that isn't the only reason. Just playing the death animation without a decaying corpse has the advantage of removing most of the gorge and I suspect there are people who would choose this option for this reason instead of performance. At least you can advertise it as such. There could also be sort of a best of both, ie. the corpses only enter the FIFO after the death animation was played fully. PS: the link asks me to login to phab.
  24. https://trac.wildfiregames.com/wiki/BuildAndDeploymentEnvironment#Futuredesign There is git lfs and when switching to git you rewrite history anyway, so stripping all build artefacts can be done right then. The reminder is hardly an issue for git. But yeah it's some work but long term I see only benefits.
  25. I play since a13, back then to my liking only two major features were missing to make it a complete game, one is the hotkey editor, the other campaign mode. Important is that they are available. Just like hotkey editor needs more love I don't doubt the same will be the case for campaigns. Actually what happened to the git migration that was decided upon many years ago?
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