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nwtour

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Posts posted by nwtour

  1. Hello

    Quote from default.cfg
     

    ; Global Configuration Settings
    ;
    ; **************************************************************
    ; * DO NOT EDIT THIS FILE if you want personal customisations: *
    ; * create a text file called "local.cfg" instead, and copy    *
    ; * the lines from this file that you want to change.          *
    ; *                                                            *
    ; * If a setting is part of a section (for instance [hotkey])  *
    ; * you need to append the section name at the beginning of    *
    ; * your custom line (for instance you need to write           *
    ; * "hotkey.pause = Space" if you want to change the pausing   *
    ; * hotkey to the spacebar).                                   *
    ; *                                                            *
    ; * On Linux, create:                                          *
    ; *   $XDG_CONFIG_HOME/0ad/config/local.cfg                    *
    ; *   (Note: $XDG_CONFIG_HOME defaults to ~/.config)           *
    ; *                                                            *
    ; * On OS X, create:                                           *
    ; *   ~/Library/Application\ Support/0ad/config/local.cfg      *
    ; *                                                            *
    ; * On Windows, create:                                        *
    ; *   %appdata%\0ad\config\local.cfg                           *
    ; *                                                            *
    ; **************************************************************

     

    • Thanks 1
  2. 1 hour ago, vladislavbelov said:

    According to my very synthetic tests on WDC WD2005FBYZ random access to multiple files is about ~2.5% slower than random access inside a single file. I suppose on a older HDD it might be more noticeable.

    This 2.5 percent is offset by more efficient indexing in the file system.

    If you change instead of reading - for access to file meta-information, then the file system will play out the time saved due to defragmentation

     

    10kk stat()
    time perl -e 'my $i = 0;while(1) { stat("./binaries/system/pyrogenesys"); $i++; exit unless $i % 10_000_000; }'
    10.47 sec
    
    10kk tar stat
    time perl -MArchive::Tar -e 'my $a = Archive::Tar->new("test.tar");while(1) { $a->contains_file("file"); $i++; exit unless $i % 10_000_000; }'
    118.23 sec

     

  3. 17 hours ago, Alexander Livingstone said:

    monitor

    Description: The game expects the graphics card driver to set the value to 60 frames per second when setting "Vertical sync"
    Most likely in the settings of the video card it is worth that the game itself will figure out how much FPS it needs. Setting "Use 3D application setting"
    vertical-sync.jpg.e70b9e041054b28319cf251cd150138f.jpg

    As a result, the game accelerates to 1000 fps. You can check this by clicking Alt-F in the game (the FPS counter on the top right)

    I sent the patch to the developers: D4365 - Fix gamesetup slider for 1000fps configuration

    Workarroung: Set

     

    gui.gamesetup.settingsslide = "false"

    in user.cfg

  4. 2 hours ago, vladislavbelov said:

    It highly depends on HDD, some random access readings might trigger hundreds of milliseconds of delay. Though it should be measured for each particular HDD.

    The loading order of the game files is non-deterministic with the disk regions on which these files are located.

    IMHO accordingly, on the same HDD, the probability of random access (to another disc region or previous region) inside the archive and raw files is statistically the same.

  5. 46 minutes ago, vladislavbelov said:

    It might be out of video memory. To check that you might enable GL errors checks (gl.checkerrorafterswap) in the config

    Thanks. I mostly show funny pictures - my video card is really lowcost

    53 minutes ago, vladislavbelov said:

    and try reproduce again

    It's very difficult to repeat - two screenshots in a hundred games

  6. 6 hours ago, Stan` said:

    It's actually faster to read on a HDD because of contiguous memory

    IMHO
    Content decoding takes the first place in duration

    Second: positioning within the archive. If the file system has a constant hot bitree-like index (For example, the stat() system call is a simple index selection
    ), then inside the archive this is done using hard software method on demand
    Fragmentation of disk/memory chunks - I think it's noticeable only in highload projects of mathematical calculations


     

  7. @Alexander Livingstone

    Try open in public.zip file gui/gamesetup/Pages/GameSetupPage/Panels/GameSettingsPanel.js and overwrite string:
     

    let tickLength = now - this.lastTickTime;

    as
     

    let tickLength = (now - this.lastTickTime || 1);

    And restart the game with vertical sync. Perhaps this will solve the issue with the menu not opening.

  8. 3 hours ago, Alexander Livingstone said:

    it is in a zip instead - would be the game faster when I extract the zip ?

    Objects unpacked to disk and into memory are used inside the match. On an average computer, working with an archive cannot slow down anything

    3 hours ago, Alexander Livingstone said:

    It is VSync setting.

    In the game, the FPS limit in the menu is 100 frames per second.
    https://github.com/0ad/0ad/blob/master/source/main.cpp#L265
    Perhaps you have a 144 hertz monitor and vertical sync causes the game to behave unpredictably (trying to guess the problem)

    Could you tell us the hertz of your monitor?

    p.s.
      Probably the problem is not related to the frequency

    "video_desktop_freq": 60

    this is a standard monitor

  9. 34 minutes ago, Alexander Livingstone said:

    It is not open at the beginning but that is normal

    This is not normal.
    The file binaries/data/mods/public/gui/gamesetup/Pages/GameSetupPage/Panels/GameSettingsPanel.js is responsible for opening this panel It says to open in 1.2 seconds at 470 pixels

    Try find user.cfg in your OS https://trac.wildfiregames.com/wiki/GameDataPaths and add option

    gui.gamesetup.settingsslide = "false"

    in end of file.
     

    49 minutes ago, Alexander Livingstone said:

    I now tried to make a video capture of the bug

    At the moment, there is not enough information why it was broken. This is definitely not a German locale issue.

  10. 6 minutes ago, Andronikos Medina said:

    I think you are confusing two great phenomena of the Byzantine Hellenization applied to its neighboring nations.

    I say direct control because that is what literally happened, it was with the Byzantine contact that, treaties in which the Byzantine scholars and administrators would have direct or almost direct control of the region in question, until a specific date or year such as what it was with the Rus, a contact that was strengthened much more with the governors of the Monomach dynasty who were original imperial Byzantines. The prelate Nicephoros successfully convinced and integrated the Byzantine political ideas of a single king and a single government that will act as the soul of the ruler among other Platonic citations, to the nations of the Volga through Vladimir II, all of them very deep rooted in the Hellenistic political systems.

    This is the direct control that the Byzantines exercised over the Rus without mentioning that all the King's advisers or governors would be of Constantinopolitan Greek origin and that apart from being monks, they would be philosophers and schoolar's.

    Your version is romantic, but the dates do not converge. The Hellenization Map of Alexander Macedonsky, of course, does not affect Rus
    1920px-MacedonEmpire.jpg

    If you mean "direct control" - this is the establishment of cultural ties with the local elite for safety of trade routes - then it was

    And if we mean a modern understanding of direct control and Hellenization - the Byzantium could not control anything for the structured state in Rus appeared at the moment Konstantinople had already degraded

  11. On 03/11/2021 at 2:25 AM, Andronikos Medina said:

    10th and 11th century the clergy of the Rus would be directly controlled by the Byzantines

    The Orthodox Church is decentralized - the term direct control is not correct for the relationship between the patriarchy of Rus and the Constantinople partyarchy. It Acculturation, not direct control.

     

    On 03/11/2021 at 12:29 AM, Dasaavawar said:

    I still think the Kievan Rus should be the (first) Russian faction to be developed

    Kievan Rus is just Rus. It is incorrect to oppose it to Moscow Rus, which is also just Russia only three centuries older.
    In 1055, the Monomakh king created a system of government where sons gallop through the cities (Kiev, Novgorod, Ryazan, Chernigov, Vladimir, Polotsk, Smolensk, etc) The result was a confederation that historians in the 20th century called Kievan Rus - but this is not only Kiev (the name is confusing) - these are all these cities-states And in the 13th century, Moscow was appointed as the capital city and not Kiev.


    There were no differences in the 9th century. They appeared only as a result of the capture of these cities by other cultures.
    I don't see much sense in creating several Rus' (IMHO)
    1256096662_2021-11-0500-29-50.thumb.png.d4a7909a7db2ce9cac4980511ea0fce1.png

     

  12. 5 minutes ago, SciGuy42 said:

    unless you also replaced those?

    No. I replaced only the names of the templates inside JS.
    Change API You need to correct yourself

    I can post a patch that corrects errors on the screen of the first mission:

    -       let ai_mult = cmpPlayer.GetGatherRateMultiplier();
    +       let version = 25;
    +       // GetGatherRateMultiplier removed in https://code.wildfiregames.com/D1011 use hardcode 1.25
    +       if (typeof cmpPlayer.GetGatherRateMultiplier === 'function')
    +               version = 23;
    +       let ai_mult = (version == 25 ? 1.25 : cmpPlayer.GetGatherRateMultiplier);
            
            let tower_garrison_count = 0;
            let walltower_garrison_count = 0;
    @@ -328,8 +332,17 @@ Trigger.prototype.SetDifficultyLevel = function(data)
                    tower_garrison_count = 2;
                    
                    //add some tech
    -               cmpTechnologyManager.ResearchTechnology("attack_infantry_ranged_01");
    -               cmpTechnologyManager.ResearchTechnology("armor_infantry_01");
    +               //attack_infantry_ranged_01 removed in https://code.wildfiregames.com/rP24725
    +               //armor_infantry_01 renamed in https://code.wildfiregames.com/D3287
    +               if (version == 25)
    +               {
    +                       cmpTechnologyManager.ResearchTechnology("soldier_attack_ranged_01");
    +                       cmpTechnologyManager.ResearchTechnology("soldier_resistance_hack_01");
    +               }
    +               else {
    +                       cmpTechnologyManager.ResearchTechnology("attack_infantry_ranged_01");
    +                       cmpTechnologyManager.ResearchTechnology("armor_infantry_01");
    +               }
            }

     

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