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Everything posted by fabio
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It would be nice to try to include at least 3 items every release from the GamePerformance page. Alpha 14 already has 1 .
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[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
This is already supported in 0 A.D.. SVN keeps the files but the official releases use a public.zip (with no compression so to be able to compress it more in the installer) file with all the file packaged in it. -
I have to say that I somewhat agree on the abundance of content and rules in 0 A.D.. This may please experienced users but many random users (including me which I rarely play) can find the game has a slow learning curve. I mean I still don't understand what the diplomacy is needed for, as well other little things, like the need to press SHIFT to continue building a wall (to me it should continue by default and finish it with the right click). No surprise I read this on IRC some day ago:
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I wrote a man page based on readme.txt, see #492, it is used by Debian, but it's not yet in official 0 A.D..
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In a related news Wesnoth 1.11.2 added Micro AI that can be used for campaign and scenario. Maybe something like that could eventually be done on 0 A.D..
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There is already a ticket for this: #1852.
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Portable 0.A.D with C#, .NET, Windows 8 Modern / RT
fabio replied to mahdi's topic in Applications and Contributions
But Windows 8 also support OpenGL right? So the port would be needed only for selling it through the store? If so it looks a lot of work for little benefit. -
Portable 0.A.D with C#, .NET, Windows 8 Modern / RT
fabio replied to mahdi's topic in Applications and Contributions
Porting to Android should be easier, and it is probably a more common platform than Windows RT which currently doesn't looks very popular. -
While playing I noticed the farm auto-rebuild, but I thought this was a feature of vanilla 0 A.D. merged without me noticing . I agree that the ungarrison and guard/escort patches should be merged in official 0 A.D..
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Modding vs. Source Code, help getting started.
fabio replied to erobert's topic in Game Modification
There are already two open tickets (#1756, #930) with pathfinder performance improvements. Before attempting to mod the current pathfinder those two will probably need to be finished and applied. -
Enjoy it on line: http://play-dune.com/
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[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
It looks that, after all, SpiderMonkey will get a big speed boost with the new OdinMonkey compiler (based on asm.js). It was merged for Firefox 22, so it will be also in next round of SpiderMonkey with mozjs24 (expected November 2013). EDIT: used proper link for asm.js -
[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
I added the GamePerformance wiki page. Feel free to fix and improve it! -
It works now, and it's it's really fun to play ! I loose at 27' when they send me some rams. I am not a good player, I suppose that an experienced player could do much better than me. Maybe you could add a couple of other messages to please users before the first attach, something like "our spies revealed military activity at the (civ name) camp" and "our spies detected an army leaving from the (civ name) camp toward our base, they will be in our territory in (x) minutes", or something. I also have to say that performance it was good, never went down to 10 fps. It would be nice to have this integrated in the official game since it's something different and funnier to play than the usual AI.
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See also here and following posts.
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I am not able to run it, I get a lot of errors on current SVN. Put it here: $ ls trunk/binaries/data/mods/defense/ defense.zip Run with: ./0ad -mod=defense I get this:
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[DISCUSS] Performance Optimisations
fabio replied to k776's topic in Game Development & Technical Discussion
I did some test and yes, the sim interpolation improved quite a bit performance, at least when FPS is already good, with many units the bottleneck is somewhere (pathfinder) and the sim interpolation improvement become insignificant. If you read this whole thread you'll find other open tickets, there is also this one not here: http://trac.wildfire...com/ticket/1860 . There should be a performance page on wiki to have a page with updated information (I may do it if it's OK). -
Reimplementing the game GUI with HTML
fabio replied to Ykkrosh's topic in Game Development & Technical Discussion
FIFE, the engine used by Unknown Horizons, is experimenting with Fifechan and CEGUI. -
It would be nice to put the two tutorials (and possibly the defense mod which looks fun even if I still didn't try) under the campaign section (with a campaign name as something like "Tutorial"). Where they are now they are hard to notice, also other RTS put tutorials under a campaign. Eventually also adding a check (saved in local preferences) to enable the second tutorial only after the first is successfully completed (and the defense mod after finishing the second tutorial). It's not a huge difference, but it should please users .
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Found this, nice!
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There are two tutorial maps and there is also a defense mod. Other than those there is no campaign, only standard and random maps which all have a human-like AI.
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Why not what proposed here? It should even require less work.
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Maybe this is the page you are searching: http://trac.wildfire...ayFeatureStatus