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Posts
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Posts posted by nani
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6 hours ago, wowgetoffyourcellphone said:
You can turn on AA and AF for the game via your graphics card console, yeah?
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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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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47 minutes ago, (-_-) said:
using rest parameters.
Also very useful for mods (I use them in autociv) if you want to modify an existing function.
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@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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3 minutes ago, fatherbushido said:
Just to be clear, footprint != obstruction shape
Could you describe the technical difference ( is obstruction shape a simplification of the shape?)
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So if Javascript code is the culprit can VTune profile what part of the js code is consuming time or how many interface calls does in average per frame?
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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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Momentum
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2 hours ago, stanislas69 said:
For it to be added in the modding guide, it would need to be in English.
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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I always remember this link when I think of making something fast
https://lists.freebsd.org/pipermail/freebsd-current/2010-August/019310.html
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Eae @Pudim
Type /help in chat to find the way of the jedi. Imagine text is a computer terminal.
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3 hours ago, Pudim said:
how install?
See first post I added link where is explained in detail (do the same for autociv).
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You mention your test case uses 135 units. Usually games are played with a maximum total of 1200 units aprox. (8 players 150 population each). From what I know then the pathfinder becomes the most time consuming task for the CPU. Might be worth looking at it with VTune.
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You could use template literals given that they support multiple string lines. But seems 0ad guidelines don't want them for consistency.
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Insulting players' mothers is inexcusable.
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@vladislavbelov ty for the presentation. I wouldn't say the presentation was good but I understand that it can be hard. Given that I also don't consider myself stellar at giving presentations I always try to use the slides/video at maximum and make the audience focus at them and not me as they will convey better what I'm trying to say (less talk -> less screw ups). Just my two cents.
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1 hour ago, Trinketos said:
La traducion de mods no se si esta implementada
Sí, está implementada, dado que 0ad (archivo public) es un mod en si mismo. Para que un mod tenga traducciones sólo hace falta que tengas (hacer) los ficheros *.po *.pot para cada idioma que quieras. Esto se puede hacer a mano o usar transifex (como lo hace wildfiregames para 0 A.D). Para más info mirate los ficheros *.po *.pot de 0ad.
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Participating in GSoC 2019
in Game Development & Technical Discussion
Posted
https://developers.google.com/season-of-docs/