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skeletonzombie

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  1. xxx-ing out a whole phrase is definitely inacceptable. That's why I recommend to replace individual words only. If the map is one-to-one, one can still understand it, assuming one knows the list of mappings. ---- I see the problem with the normal words, and that is very annoying, but the phrases used at times are gross and should be censored. They have no value anyway. The primary focus of the lobby is playing, and not political discussions. ---- Maybe censor only the verbs? "I hate negros" -> "I (palmtree) negros" The insulting nature
  2. I mean words that really mean nothing. Just to make problematic words invisible.
  3. Why don't we replace all problematic words with other words? Like plants and fruits? The replaced words could be colored in yellow or purple, to make this filter visible. Example: nazi -> banana supremacist -> oak @#$% -> palmtree etc To make this language neutral, words from the old languages could be used.
  4. Subsuming as I have understood it so far: on every computer, a complete simulation of all aspects of the game is run. all 500ms this is synced checked for being in-sync between the computers. what happens in between the sync is called a 'turn'. while a turn is being simulated, each player can accumulate new commands. but these commands do not affect the current turn, they are synced to everybody on the next turn-wrap, and only after that they affect the simulation. currently the AI of AI-players is a set of deterministic scripts which is just run on every computer, so synci
  5. Then the initial AI state is somehow synced from the host to the other human players? Or is it just the same because the initial seed for the AI is the same always?
  6. Oh wait ... then currently playing multiplayer with AI is not possible?
  7. ... and transmitting the AI parameters/state requires to serialize it. Ok, now I understand that part, too. Thanks
  8. But then a loaded multiplayer savegame could also just start with 'brainwashed' (==new) AIs in the respective player slots, like for a single player save game. And rejoining human players would be solved by (so the game does not start/continue before all human players are available), where the large part to do is Or do I miss sth?
  9. Ok. Is this strategy-data very complicated/large? Or is it just that nobody has written the serialization code so far? -- Does every unit has its own AI? And not just the AI-Player has its AI?
  10. I don't understand why it would act differently. What details are not saved for the AI making it non-deterministic in this respect?
  11. But singleplayer save games work with an AI, right? And it doesnt do a full replay on loading, or does it? The thing I'm wondering most about is, I would expect that the game could be frozen at a turn-wrap, even for multiplayer games. Then that state is encoded and saved. For the AI it should be sufficient to save the states of the RNGs + where all units are etc
  12. I've just read through the discussion for ticket https://trac.wildfiregames.com/ticket/1088 Isn't loading a multiplayer saved game equivalent to setting up a new multiplayer game? All players choose there slots, and when complete, the game will start, but instead of generating a new game, the one from the save is used. The parameters and world data is transmitted from the host (has the save file) to the other players, and then the game will start as usual.
  13. ok, so the difference in the computation (fpu) can lead to an out-of-sync, detected on the next synchronization. -- Is it done in this order? (multiplayer): 1: players do their commands; meanwhile simulation runs based on the state of the last turn 2: turn wrap, synchronization (serialization of commands), updating the parameters for the simulation 3: now the simulation runs with the new state and again players can make their commands (~ 1) In other words, player commands effect the simulation only after next synchronization?
  14. I'm currently trying to understand how synchronization is done in 0ad. When two players try to pick up a crate (ship-wreck), how is it negotiated who gets it?
  15. But what about Gaia then? Isnt this controlled/computed by the host? These effects, also like the rising water level, could simply be actions of some Gaia player-like entity. I see the problem now, the host must be trustable for this, so for rated games a dedicated host would be needed.
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