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hyperion

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Posts posted by hyperion

  1. 14 hours ago, AIEND said:

    Words like "sir" or "madam" were translated from European languages more than a hundred years ago when China was Westernized, and before that they did not exist in Chinese.
    Old Chinese first, second, and third person pronouns do not distinguish between men and women.

    Yes, and in this context it's an Americanism among maybe some others, translating acknowledging a command for my native language / military would be something like "understood" or "copy" which is also gender neutral.

    • Like 1
  2. 3 minutes ago, phosit said:

    Regarding latency: I don't think of 0ad as a fast paced game so I don't value latency that high. If we still care there are better solutions: make the "turn count untill the input take effect" dynamic in MP games.

    Dynamic input delay probably feels much worse than static somewhat lengthy one. At least for competitive play this seems a no go.

     

    5 minutes ago, phosit said:

    I'm more in favor of split rendering from simulation. That would make the game a lot smoother by increasing latency (since the simulation or the draw commands have to be buffered somewhere).

    That's a good idea anyway, nothing to do with turn lengths.

  3. 100ms isn't humanly noticeable anymore I'd wager, so is there a need for 50ms? As for networked games, where the issue is most prominent wrt input lag, we aren't bound by turn length but RTT.

    Looking at your graphs, given your fast machine sim update is always well within turn length, so no issue. But the gain isn't proportional to the reduction in turn length, so on slow machines sim update might no longer fit into shorter turns lengths when it did before which would lead to variable turn lengths much easier I'd guess which probably isn't that nice. Maybe your proposed tweaks can make up for it.

  4. 4 hours ago, Stan` said:

    I really should make a video on how to install mods, pyromod, drag and drop, command line

    Only those give the engine a chance to verify the mod beside being user friendly on top.

     

    4 hours ago, Stan` said:

    put the zip in a mod folder with the same name, the options are endless

    This are hacks which shouldn't be advertised at all. Sure once upon a time this was the only way and people will figure them out if required for very specific use cases.

  5. 23 hours ago, ShadowOfHassen said:

    I am new to git and coding, so, sorry.

    No need to apologize. Maybe one needs to first run into an issue to appreciate another solution. I just suggest to try early to create a mod and patch against vanilla 0ad to see what it entails before spending lots of time on other details.

    Good luck.

  6. 1 minute ago, ShadowOfHassen said:

    Delete files Via mod, do you mean your python script? I had a feeling that some of the unit files could be deleted, but I don't know which.

    you can replace a file with an empty file and adding .DELETED at the end, this way if you load your mod you can "delete" files in the base mod. This is how you can remove a civ from the game for example via mod.

    The script just does this for files you deleted in your git branch, so you don't have to care about anything, just working on the git branch as if you want to submit your changes to vanilla is all you'd have to care about. Generating a mod from it comes then for free.

  7. 9 hours ago, ShadowOfHassen said:

    Could you all review my pull request? It's Here: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/1

    Can't say anything about the content but suggest rethinking the setup.

    My suggestion is fork the 0ad/0ad repo, create a branch maybe based on the tag A26. Then edit binaries/data/mods/public directly. This makes it much simpler to port the changes to 0ad vanilla. Also you can rebase your changes to a different version easily like when A27 gets released.

    Generating a mod can be done using a script, just did a minimal port of my shell script to python so it would possibly run on Windows too.

    If your branch is based on A26 run the script from the git base directory as

    python3 <path to script> A26
    

     

    pyrogenesis-mod-generator.py

  8. 24 minutes ago, Thunderforge said:

    Is there some reason you can't have a live service model with a "beta" label? I mean, open source games like The Battle for Wesnoth add new campaigns and gameplay elements with each release, and Age of Empires II does the same, including new multiplayer modes in some cases.

    I always find it funny to have an rc for an alpha, that's not how versioning is supposed to work ...

    The we don't have a stable api or are feature complete is sufficiently communicated with a version lower than 1.0.0, having a warning in the modder guide to emphasize this once more while being sensible with actual changes and I call it fair game.

    About unhappy users, true there will be more but that should be proportional to happy users. Even a decade ago the game was sufficient to entertain for many hours.

     

    7 hours ago, wraitii said:

    (or computers will catch up...)

    ... or features catch up with computers

    • Like 1
  9. 16 hours ago, Stan&#x60; said:

    Well that's what we've been doing since then => https://code.wildfiregames.com/paste/

    And hopefully someday here => https://git.wildfiregames.com/wildfire-games/pyrogenesis-migration-scripts

    This is much better than the past no doubt, still you can't expect users to be able to fix their maps created in atlas this way. I'm not advocating to not make changes for functional reasons but cosmetic changes are hard to defend.

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