zzippy Posted October 28, 2014 Report Share Posted October 28, 2014 (edited) Hrm, just applied that patch to my svn version. Looks promising; tested punjab map with 300 pop, 1v1 vs ai ....units move faster, no question.Especially that stuttering in movement seems to be gone.Maybe a 2v2 (humans) would be a nice test (atm the lag in 2v2 in a17 is unplayable when 800 units are on the map)?Anybody else here wants to apply and test? Edited October 28, 2014 by zzippy Quote Link to comment Share on other sites More sharing options...
iNcog Posted October 28, 2014 Report Share Posted October 28, 2014 How exactly do you apply a patch to an SVN build? I tried to mess around with that some time ago, however I never managed to get it working with hithub (in part due to other things I had to do irl). Quote Link to comment Share on other sites More sharing options...
zzippy Posted October 28, 2014 Report Share Posted October 28, 2014 (edited) well, on linux, I put above content in a file in my svn main directory (~/0ad), named file "test.patch".Then:cd ~/0ad/sourcepatch -p0 -i ~/0ad/test.patchcd ~/0ad/build/workspaces/gccmake(hope thats correct, otherwise someone may pls correct me) Edited October 28, 2014 by zzippy Quote Link to comment Share on other sites More sharing options...
niektb Posted October 28, 2014 Report Share Posted October 28, 2014 (edited) It depends a bit on the OS, on linux I could recall Zippy's steps were more or less correct. On Windows (assuming with TortoiseSVN): https://make.wordpress.org/core/handbook/working-with-patches/apply-a-patch-using-tortoisesvn/ Edited October 28, 2014 by niektb 1 Quote Link to comment Share on other sites More sharing options...
iNcog Posted October 28, 2014 Report Share Posted October 28, 2014 ah thanks for that link niektb that should do it, will try it out Quote Link to comment Share on other sites More sharing options...
thamlett Posted October 28, 2014 Report Share Posted October 28, 2014 I'll try it with a 3 person LAN game (Game speed at 2x, Unlimited Pop Cap should do it ) Quote Link to comment Share on other sites More sharing options...
thamlett Posted October 29, 2014 Report Share Posted October 29, 2014 (edited) Can you post an actual .patch file (and this time do it from the main folder instead of /sources)? Edited October 29, 2014 by thamlett Quote Link to comment Share on other sites More sharing options...
Itms Posted October 29, 2014 Report Share Posted October 29, 2014 Can you post an actual .patch file (and this time do it from the main folder instead of /sources)?Yes, but not only. This is, unfortunately, useless noise on the forums. Just create a Trac ticket describing what the patch should do. Attach the .patch file, following these instructions.However, you're only commenting out code. So, even if the code you remove is heavy and problematic, it does do something and removing it must lead to unexpected behaviour... Anyway, just move on to Trac and we'll see about that patch.Thanks in advance. 2 Quote Link to comment Share on other sites More sharing options...
ickylevel Posted November 2, 2014 Author Report Share Posted November 2, 2014 It would be really interesting to try that in multiplayer.I moved a part of the pathfinding recalculation when a unit hits another units in 'immediate mode' which means it's being calculated in a way that could cause synchronization issue. We definitely need to try that solution in multi-player first to ensure its validity.Even if it's not working in mp I think we could still start to work on having gatherers not colliding with units. Quote Link to comment Share on other sites More sharing options...
ickylevel Posted November 2, 2014 Author Report Share Posted November 2, 2014 Yes, but not only. This is, unfortunately, useless noise on the forums. Just create a Trac ticket describing what the patch should do. Attach the .patch file, following these instructions.However, you're only commenting out code. So, even if the code you remove is heavy and problematic, it does do something and removing it must lead to unexpected behaviour... Anyway, just move on to Trac and we'll see about that patch.Thanks in advance.Here we go : http://trac.wildfiregames.com/ticket/2908 Quote Link to comment Share on other sites More sharing options...
ickylevel Posted November 3, 2014 Author Report Share Posted November 3, 2014 There is something wrong with combats/ target acquisition. Lots of Units moving are way faster than units fighting each other. Some optimization needs to be done there as well. Quote Link to comment Share on other sites More sharing options...
iNcog Posted November 3, 2014 Report Share Posted November 3, 2014 There is something wrong with combats/ target acquisition. Lots of Units moving are way faster than units fighting each other. Some optimization needs to be done there as well. isn't that because of the "run" speed that units have? Quote Link to comment Share on other sites More sharing options...
ickylevel Posted November 3, 2014 Author Report Share Posted November 3, 2014 Sorry by 'faster' I meant the framerate is higher. A fight between 300 units as a much lower framerate than 300 units moving to a target location. 1 Quote Link to comment Share on other sites More sharing options...
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