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Everything posted by wraitii
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Sounds a lot like https://code.wildfiregames.com/D1955
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Quick and dirty screenshot from an MP 4v4 at the 16th minute. This shows: - short requests computation (red) taking 50-90 ms per turn, with the odd peak above - long path requests taking about 20ms - Active queries taking 20-30ms per turn - Sim update (excluding active queries) taking 30-40ms per turn - Motion update taking about 30-40ms per turn. So threading the pathfinder and having unit pushing (which will reduce # of short requests) will help, but it won't be completely smooth sailing.
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@gameboy I can't reproduce your errors with the patch either.
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Hey ethanray94, welcome to the forums. Work has been started on supporting campaigns (https://code.wildfiregames.com/D11), but so far nothing is actually done. I would not expect it for the next alpha, perhaps the one after that. Rest assured however that it is one of the features the team has in mind for the game, well all love a good campaign
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You can use the patch from D2041 (no compilation needed) and check if it stilll happens - it should not
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I think you're running in infinite loops (because the rest of the gam has been fixed enough to be playable). We have a ticket for that: #5460. I can't actually reproduce a crash with your commands.txt though gameboy
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This has been fixed, thanks for your patience. The remaining issues are going to be fixed also over the next few days and weeks, see https://github.com/wraitii/0ad/tree/D13_outtakes for an up-to-date view of upstream changes.
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There's a mistake... I incorrectly assumed that we would always have a herd position set if I set it in Order.Gather, but that might not be true. Reproduction needs multiple units that gather from one resource, and doesn't always happen. I'll fix that tonight.
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This isometric effect is _really_ trippy.
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Hey @gameboy This will be fixed soon. @wowgetoffyourcellphone is right that it's related to deers and elephants. However, you might notice after the latest auto build that deers are working correctly now (haven't checked elephants but they should be too). I still need to commit some things before whales work correctly again. Thanks for your patience
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Hey Gameboy, thanks for reporting this. This is expected, D1969, D1982 and D1983 are required for whales to correctly swim again.
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Ah yes that's my bad, I did a simple change to the diff this morning that should have been completely straightforward, and I botched it and didn't re-test... Will be fixed tonight.
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This is with preferglsl set to false?
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There is a fix for that at https://code.wildfiregames.com/D2018.
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I'm gonna answer the super late as I've just been through this thread: maybe.I appear to have some code to make sky reflections a bit less prominent, but didn't use it for local reflections. Indeed as nani said objects are renderer without shadows, so they're shaded but not shadowed, which might make them too bright in forest situations. Adding shadows would be even slower though, and probably not doable for now.
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Some interesting insight into what we can improve too. What's a "worker" for example. It's not obvious which units can gather. How to garrison? Things like that.
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Could we make catapults less frustrating to use?
wraitii replied to Boudica's topic in Gameplay Discussion
The easy way is to make it so that the first to start repairing is the only one who can until all repairers are killed. -
I believe the intent is that archers hit units even if they're inaccurate - they're basically supposed to be long-range artillery. Probably doesn't work in practice though...
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Could we make catapults less frustrating to use?
wraitii replied to Boudica's topic in Gameplay Discussion
During AoE2's design they considered allowing capturing. The way it worked was that building below 25% HP would become disabled, and repairing them above 50% would make them yours. I've come to think, over time, that this is a strictly better design than ours. The question is whether the player meant that to happen. All orders from the player are forced, with I believe no way to un-force them. Perhaps we should only mark them forced on double-clicking, not single clicking. In the heat of a battle, if you order a catapult to attack one unit from a group, you probably aren't expecting it to chase that unit. -
Could we make catapults less frustrating to use?
wraitii replied to Boudica's topic in Gameplay Discussion
@Boudica What stance does this happen in? Default stance for siege units is Stand Ground, which sounds like it shouldn't exhibit this behaviour - if it does, it should be fixed. The way I understand it, there are a few things at play: Catapults auto-unpack if on "aggressive/defensive/standground" and units come in-range. That does sound wrong on most states to me. Cancelling packing/unpacking at 90% progress is instant ( @Boudica you would prefer that it takes as much time to go 0-90 and 90-0 I understand?) Catapults try following their target when it gets out of range, i.e. automatically packing and then trying to move This sounds broken to me in all cases, even for forced orders. We could do it only for forced orders, never on its own for unforced orders. Regular stances are not sufficient for catapults No way to tell them to prefer units or buildings Agressive/defensive/flee/standground isn't very helpful with regards to packing - unpacking. Is this complete? Points 1-3 seem like unitAI issues that we could fix for A24 - depending on what happens exactly. Point 4 is probably something we should do but it would be harder. Point 2 is doable also, but would be a change of behaviour - not sure if we want that or not, as @Feldfeld has said, AoE 2 has immediate-cancelling. -
Hey @gameboy I am working on these issues, and uploading diffs regularly. They will be fixed, don't worry. Thanks for reporting them anyways
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The goal is to: Make unitMotion easier to change, more consistent, and fix some bugs (such as the long-standing bug that units were gliding at the end of their path, which is now fixed). Make UnitAI, its counterpart, also more consistent Thread the pathfinder Formations aren't really changed - I think the pathing might benefit from a little cleanup after all this.
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There is a need to be able to differentiate berry trees from other trees, though These trees look incredible guys.
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Splitting our civs in groups - Fixing the balancing problem
wraitii replied to wraitii's topic in Gameplay Discussion
I've updated the first post with a more detailed proposal, including a possible grouping of civs. -
https://code.wildfiregames.com/D1926 would help with running the game on really slow machines I guess.