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Atrik

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Everything posted by Atrik

  1. @sarcoma indeed. I didn't introduced this bug thoughts autociv.zip Here is the corrected version.
  2. Side note on performance, players who have the issue, have good results leaving/rejoining a game. So something else that seems to hints to it not being just un-optimized tasks.
  3. Yes I know... But that's why I was kinda asking if there is a way to make sure this will actually have a "smoothing" effect. Even if you call some async js function, will it still run it within the same frame (and therefor being totally useless)? Iirc tested it 2 days ago with a dummy 'lag' function. And calling it, was still blocking the frame until completion even if it was an async function.
  4. I might even want to try to do it but : is it possible to make the selection more smooth with async js? Like would it even be possible to load minimal entity datas (maybe even without using getEntityState / using a alternative), THEN load entity datas next frame(s)? I can think of using mouse over event handler to load tooltip datas, but i guess the performance gain aren't worth pursuing, all the datas would be loaded on later frames?
  5. @wraitii Probably stupid idea/question but why isn't it possible to have a kind of proxy function in the engine to execute some of the gui functions, asynchronously while a fully asynchron gui sim is not developed?
  6. For having used profiler regularly for the past week, I can see absolutely 0 pattern. It can be ANY of the task that suddenly slow the game unreasonably. When it's no GC, it's state hash check, when it's not state hashcheck it's sim update, when it's not sim update, it's gui sim update. Any of them can decide to take sometimes 100+ms in a single frame. Of course it's probably linked to what's going on in game you are playing but this still hints something that isn't specific to any task in particular.
  7. Not sure I understood what you meant, but if we take n = 1, this perfectly check out as P0 = Pn: Pn = P0 * (0.9)^(n-1) P1 = P0 * (0.9)^(1-1) P1 = P0 * (0.9)^0 P1 = P0 * 1 This is how I though confident the ai didn't hallucinate . In that case Pn is indeed the correct worker n?
  8. Interesting question I only looked it up now. The template indicate a diminishing return of 0.9. Asking a llm to translate the code in ResourceSupply.js it helps to define the formula: (omg can't make laTex code insert, seems not working) Pn = P0 * (0.9)^(n-1) Where: Pn is the productivity of the nth worker P0 is the productivity of the first worker So for the 5th gatherer for example, given that base gathering is 0.5 and no upgrades: P5=0.32805
  9. @Emacz, you should do this, it will help you NOT wast time on very lame syntax mistakes. As well, modifying the templates, you will always work with objects and arrays. So it would be useful for you to memorize their structure.
  10. MainMenu > LocalRating > 'BuildList' button somewhere.
  11. Seems like the gitea is down every once in a while...
  12. autociv.zip Here is autociv with overlay stats, as well as option compatibility with other mods fixed. (I was asked to do this for a while lol)
  13. "requirements": { "entity": [{ "class": "Village", "number": 25 }, { "class": "Town", "number": 2 }] } More likely to work like this but untested.
  14. @Stan` thanks for the explanations and instructions. I still feel like I don't understand too much what I'm doing, but I did follow your instructions. I would add to the wiki if theses tips are added: to make sure public and mod mods contents are unziped, as-well as placing your mod in binaries/data/mods/ if you are used to place them somewhere else ofc. After this I was able to recompile the shaders for mod and public mods. But when trying for my mod, I can't do it. python3 source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public binaries/data/mods/moderngui source/tools/spirv/rules.json binaries/data/mods/moderngu Trying to input mod and public as dependency throw me usage error: usage: compile.py [-h] -d DEPENDENCY [-p PROGRAM_NAME] [-j JOBS] input_mod_path rules_path output_mod_path compile.py: error: unrecognized arguments: binaries/data/mods/moderngui python3 source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/moderngui source/tools/spirv/rules.json binaries/data/mods/moderngui Trying with only mod or only public as dependency fails: Failed to run command: glslc -x glsl --target-env=vulkan1.1 -std=450core -I binaries/data/mods/moderngui/shaders/glsl -I binaries/data/mods/mod/shaders/glsl -fshader-stage=vertex -O binaries/data/mods/moderngui/shaders/glsl/model_common.vs -DIGNORE_LOS=1 -DMODE_SHADOWCAST=1 -DPASS_SHADOWS=1 -DRENDER_DEBUG_MODE=RENDER_DEBUG_MODE_NONE -DREQUIRE_ALPHA_GEQUAL=0.4 -DSHADOWS_CASCADE_COUNT=1 -DUSE_SHADOW=1 -DUSE_SHADOW_PCF=1 -DUSE_SHADOW_SAMPLER=1 -DUSE_TRANSPARENT=1 -DUSE_SPIRV=1 -DSTAGE_VERTEX=1 -o binaries/data/mods/moderngui/shaders/spirv/model_solid_tex_93abd5df7e11b5eb0eaca7c7664483806526d883ca0a0c39319cffd6de61462a.vs.spv -g multiprocessing.pool.RemoteTraceback: """ Traceback (most recent call last): File "/usr/lib/python3.10/multiprocessing/pool.py", line 125, in worker result = (True, func(*args, **kwds)) File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 406, in build_combination reflection = compile_and_reflect( File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 160, in compile_and_reflect ret, out, err = execute([*command, "-g"]) File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 76, in execute process = subprocess.Popen(command, stdout=subprocess.PIPE, stderr=subprocess.PIPE) File "/usr/lib/python3.10/subprocess.py", line 971, in __init__ self._execute_child(args, executable, preexec_fn, close_fds, File "/usr/lib/python3.10/subprocess.py", line 1863, in _execute_child raise child_exception_type(errno_num, err_msg, err_filename) [...] FileNotFoundError: [Errno 2] No such file or directory: 'glslc' """ The above exception was the direct cause of the following exception: Traceback (most recent call last): File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 705, in <module> run() File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 685, in run build( File "/home/pc/Programs/0ad/0ad-0.27.0/source/tools/spirv/compile.py", line 592, in build result.get() File "/usr/lib/python3.10/multiprocessing/pool.py", line 774, in get raise self._value FileNotFoundError: [Errno 2] No such file or directory: 'glslc' The only thing I got it to build the problematic "model_solid_player" was then you copy past shaders folder into moderngui then run the compile script with the mod itself as dependency. But that doesn't solve the initial problem, and nothing changed. python3 source/tools/spirv/compile.py -d binaries/data/mods/moderngui binaries/data/mods/moderngui source/tools/spirv/rules.json binaries/data/mods/moderngui Program "model_solid_tex" Building. Program "model_solid_player" Building. [...] I also tried to read the compile script but ofc I'm not good enough to conclude anything from it... Can you see what I missed?
  15. You shouldn't need a huge screen with the a27's ModernGUI, I adapted some features to smaller screens, a few elements get resized automatically and you have a great deal of options to shrink or remove some on-screen features. I did my best to improve this aspect over a26 gui mods.
  16. @zzshahzz from the screenshots I think you have the mods folder at the wrong place? It should be in ~/Library/Application\ Support/0ad/ So, basically you should have ~/Library/Application\ Support/0ad/mods/ModernGUI/ [the mod content directly here] On @wowgetoffyourcellphone's screenshot, I believe he was showing you that you are NOT supposed to have ~/Library/Application\ Support/0ad/mods/ModernGUI/ModernGUI/ [mod content]
  17. I think the material is what makes this golden glow effect on the arrows above the heros. The entire 'hero visibility' feature is from Hyrule. The wiki doesn't mention compiling, can you tip me to some relevant tool or doc that can help me understand how can I get this recompiling done?
  18. I've updated the mod with some performances enhancements. I would consider it as stable now but: There is still known issues about the Hero prop that fails to load with Vulkan. I also had recourse to some temporary measures, like removing some features such as the kill counter, or throttling the gui refresh rate... Basically did what I had to, beside code optimizations, for it not to impact the game performances that are crazy in a27 rn .
  19. Probably for MP, like changes suggested in this thread, it would cause problems to have players having different version game impacting simulation. But for the UI I guess wouldn't be too bad to have some released patchs?
  20. Hi @zzshahzz, you can try the mod out but consider it unstable for-now. I've ported and added features for a27 that are too heavy on performances. So it's ongoing some re-factorization and optimizations. You could encounter bugs, errors and general slow performances that can hinder user experience. I'll post here when a more stable version is achieved, probably in a couple of days, or more. (Probably sooner then later).
  21. Seems to work. Thanks @Itms! Hoping a27 is for very soon then!
  22. I got another crash bug but still probably not release blocker (as long as it doesn't hide another underlying issue). Reproduce: Host a game in lobby. While in game, from the game menu click "lobby", then click on any room. Insta crash. Both before or after game would be started.
  23. Formations currently order units in this order : <SortingClasses>Hero Champion Cavalry Melee Ranged</SortingClasses> Where Cavalry get to be often in front of Infantry melee, even when they are ranged units, like archers or javelin cavs (but not always, they seems to sometimes get behind as "Ranged" too). I'm pretty sure most players of any levels, would prefer to have ranged cavalry behind melee infantry. And even costly units like hero and champion, not on the first line. I'm sure someone could reference some historical battles where leaders (heros) were on the frontline but there is probably as much of them where they weren't. https://gitea.wildfiregames.com/0ad/0ad/src/branch/release-a27/binaries/data/mods/public/simulation/templates/template_formation.xml @Emacz
  24. Sorry I meant the rc use the same mod folder as other 0ad release afaik, you shouldn't need to compile it in there.
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