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Posts
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Everything posted by k776
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Preparation of Random map scripts for Alpha 9
k776 replied to Spahbod's topic in Scenario Design/Map making
Yup, I like the more organised starting positions. Also, if you have code shared between random maps (like hill generation, starting unit positions, tree seeding etc), I'd really like it extracted into a reuable library that others can use in their own random maps. The less duplicated code per random map script, the better! -
You're all making me feel pretty dumb :-( If you discount the three programming languages (Javascript, PHP, and Ruby), I only know English. I've been trying to learn French, but there is a lot involved in it. e.g. "ou" (or) v.s. "où" (where). Why does one accent make a different word? *sigh*
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The Alpha 9 Preview-Thread
k776 replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Lol. Nice images Michael. Very nostalgic. For those who didn't look thoroughly at Michaels image in post #52, see the spoiler: -
The Alpha 9 Preview-Thread
k776 replied to JuliusColtranePille's topic in Game Development & Technical Discussion
I couldn't agree more, esp when it's halted the development of the new path finder... :-( Philip, please re-assess priorities: Pathfinder affects all Android compatability affects only a few -
Build environment and deployment on the Mac
k776 replied to Yves's topic in Game Development & Technical Discussion
I agree with Echelon. Saved games should be in ~/Library/Application Support/0ad Only screenshots should make it into the Documents folder (~/Documents/0ad/) Same goes for windows. %appdata%/0ad for saved games, %localdata%/0ad for screenshots (I think it's localdata for My Documents on Windows) -
For those having any issues (style or functional), the caches in Chrome and Opera don't get flushed after the Trac upgrade. To fix, go to each of these links and hit CTRL+SHIFT+R to force reload. http://trac.wildfiregames.com/chrome/common/css/trac.css http://trac.wildfiregames.com/chrome/common/css/timeline.css http://trac.wildfiregames.com/chrome/tracwysiwyg/wysiwyg.css http://trac.wildfiregames.com/chrome/common/css/trac.css http://trac.wildfiregames.com/chrome/tracwysiwyg/editor.css http://trac.wildfiregames.com/chrome/common/js/jquery.js http://trac.wildfiregames.com/chrome/common/js/babel.js http://trac.wildfiregames.com/chrome/common/js/messages/en_GB.js http://trac.wildfiregames.com/chrome/common/js/trac.js http://trac.wildfiregames.com/chrome/common/js/search.js http://trac.wildfiregames.com/chrome/tracwysiwyg/wysiwyg.js http://trac.wildfiregames.com/chrome/tracwysiwyg/wysiwyg-load.js
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Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
Agreed. I have edited our current Pledgie to explain it's for 160 hours of work (or equiv of 20 full work days), removing references to "a month". Hope that clears it up. -
Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
Hey everyone, Philip has been doing a lot of research and unpaid experiments on a new path finding solution for the game. If he counted every hour so far, he'd probably have done a month already, with nothing concrete (yet) to show for it. Instead, he's taking unpaid time to test various things (because many ideas don't work out). Once he comes up with a good solution that'll work for the game, he'll be back into it. Also, the point of the Pledgie was to support Philip in coding the game and compensate him for it. If he didn't have this, he'd be looking for a job and then working, and then have even less time to work on the game. So you're money is being used in the best way possible, and once implementation details are sorted, I'm sure you'll be happy with the result. Regards Kieran -
If possible too, each island should be equal distance from the main island, else it becomes unfair for the one that is farthest away.
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qBot is the hardest AI. It's the default so it gives people a run for their money. But if you want something easier, use the dropdown menu when creating games to change from qBot to JuBot, or TestBot (which are easier AI's)
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Among other things, new sound system, improved path finding, and improved AI speed
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The pledgie got spammed with "ugg boots", so the error was likely a result of them in the process of cleaning it and upgrading their spam system.
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Keep running 'svn up' until is says "Already at revision XXXXX" (where XXXXX is the revision number). When you clone the SVN repo for the first time, it might errors out. When I initially clones the repo, it took 4 hours and 7 retries to get it all.
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Only release blockers stop releases. I'll be moving some tickets now.
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qBot (yet another AI)
k776 replied to quantumstate's topic in Game Development & Technical Discussion
qBot could take advantage of destroying city centers and cutting off the territory. Then every building slowly loses health at once. -
Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
My thoughts: If path finding over terrain is faster by not finding fastest path, and just finding shortest distance, go ahead and do that. If someone needs a fast path, they should be using waypoints. -
Welcome all four of you to the team. Great work from you all. Making the game so much nicer to play! Keep it up!
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45 degree field of view (FOV)
k776 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Now all we need is someone to figure out the bounding box bug. I'll be clicking grass, but the bounding box will be around it for a building a good 1cm away from the cursor. Edit: Looks like the ticket mentioned earlier. http://trac.wildfiregames.com/ticket/914 (exactly like this: http://i.imgur.com/Ggl6d.jpg). It kills the game for me when I have buildings close together. -
Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
Had a chance to use the new profiler. The biggest time consumers per frame were: * dispatch events (beween 500ms and 2000ms) * sim update (about 500ms) * swap buffer (about 80% of frames where 'dispatch events' and 'sim update' weren't run) -
Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
Aside from fixing the algorithm to be consistent, how about when a player reconnects, have all players trigger a recompute of LoS, so they all get the freshest LoS possible? -
Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
If the game were to try and auto connect for up to 10 seconds after a disconnection, I think this approach (sending turns instead of the map) makes the most sense.My most common use case is my internet connection cutting out for just 2 seconds (thankfully not often, but it does). It comes back online fairly quickly, and the game should be able to recover from that. So forgetting file size then (to avoid desync issues), how's this: * Player disconnects * Game tries to reconnect right afterwards (with screen saying so: "Reconnecting...", stops trying to reconnect either after say 30 seconds or the user hits a cancel button) Either: * Game successfully reconnects, using the same map it was just playing, downloads turns since last turn and applys them and the user is back in Or: * Game fails to reconnect. User gets "You were disconnected from the game. Please try reconnect. If problems persist, contact the game host." message. They try rejoin the game, and the entire map downloads, and then the turns, all are applied and user is back in. That sounds like it'd work, avoid any sync issues, avoid needless user interacting for small connection hickups.. -
Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
What about implementing auto save and then when a host gets a request from a player: if (game->savedState().size() > game->turnsSince(request->lastTurn()).toFile().size() ) { sendTurnsFrom(request->lastTurn()) } else { sendFullMap() } So on a huge map with 100's of units, if the player was only disconnected for 2-3 seconds, send the turns rather than the full map. If the turns are greater than the map size though, send the whole map (to avoid as many issues as possible). Would something like that be feasible? True, perhaps something like this: "You were disconnected from the game. Please try reconnect. If problems persist, contact the game host." -
Progress reports on funded work
k776 replied to Ykkrosh's topic in Game Development & Technical Discussion
My two cents worth: Don't use just usernames to determine who to match up. Short of implementing a login system, for now, use the same ID used in profile reporting as the re-entry key. Would that work? Any big issues doing that? I think if a player leaves they go to the main menu. If they disconnect, the game should pause for them, the screen darkens (like most games pause screens), and the text "Disconnected. Attempting reconnect...". After 10 seconds, if it doesn't reconnect, then throw them to the main menu with "You were disconnected from the game and could not be reconnected. Please contact the game host.". As for the transmit file plan, sounds good. Will need some type of GUI (a progress bar for the % of the file size, with status updates: "Downloading map...", "Downloading turns...", "Finalizing..." (like the map loading screen, but doesn't need to have the pictures/tips). -
I've subscribed to the 0 A.D. Flattr. Hopefully others will do the same. If even 10 people donate 2 euro a month, it'll help to offset server maintenance costs. We'll need bigger/better ones when we implement an online lobby.
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Agreed. Been something thinking about since January (http://www.wildfiregames.com/forum/index.php?showtopic=14117) I've finally gotten around to creating a Flattr account. https://flattr.com/thing/419240/0-A-D-