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Posts
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Everything posted by nani
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Is all about trying to.preserve the original but at the same.time making it accessible. For once I don't mind it.not being perfect .
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Enjoying dance micro is the.equivalent to adding milk before the cereals.
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Even the units are free ( Seth animals vassals only cost favour)
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https://developers.google.com/season-of-docs/
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I'm not sure how they do it but I would suppose Nvidia and AMD try to modify the code sent to the GPU to apply the "gpu app" settings. This works for very well known AAA games where they can make custom code to support those games or for games that follow "standard" rendering processes ... seems 0ad isn't one of them given that many settings (at least for Nvidia cards) are just ignored
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version 0.3.3 (same version) Fix: Fix silly code typo that made some commands not work in lobby.
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- hotkeys
- autoassign civ
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ToS relating to hoster behaviour should be strictly applied to rated games, non rated games can manage themselves by the hoster persona.
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0 AD textures also suffer alot from the lack of anisotropic filtering, lots of detail gets blurred.
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version 0.3.3 Improved: Ignores the cases were a nickname is similar to a civ name (if that player is in the game). Thx. @HMS-Surprise
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- hotkeys
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Moving Components Schemas to XML files
nani replied to Stan`'s topic in Game Development & Technical Discussion
Also very useful for mods (I use them in autociv) if you want to modify an existing function. -
@Glestul Iber min 20~ me 500 units you 300. All skirmishers upgrades + unit cost reduction hero + unlimited pop. Borg mod is good you just couldn't beat my spam skills .
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Could you describe the technical difference ( is obstruction shape a simplification of the shape?)
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It can be made a "extendRangeBasedOnShape" class quite easily if the shape is just a rectangle or a circle. I would expect 3x-5x times more expensive than the current circle implementation.
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I don't even know Portuguese but the English subtitles are very well made. It's the very first video that explains how mods work clearly so I would say having this video is better than having nothing at all.
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This could be added to the modding guide
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99.9% sure yep!
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Make it Turing complete pls
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Parallel GPU-based A* algorithm in pathfinding
nani replied to Kuba386's topic in Game Development & Technical Discussion
I always remember this link when I think of making something fast https://lists.freebsd.org/pipermail/freebsd-current/2010-August/019310.html -
Eae @Pudim Type /help in chat to find the way of the jedi. Imagine text is a computer terminal.
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See first post I added link where is explained in detail (do the same for autociv).
- 517 replies
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- hotkeys
- autoassign civ
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Moving Components Schemas to XML files
nani replied to Stan`'s topic in Game Development & Technical Discussion
You could use template literals given that they support multiple string lines. But seems 0ad guidelines don't want them for consistency.
