OptimusShepard Posted March 12, 2021 Report Share Posted March 12, 2021 27 minutes ago, vladislavbelov said: I suppose you didn't get the point of the only on/off. Than tell me, what's the intention? How do you understand on/off? As I understand it means corpses as it actually is, or no corpses. The first option hast a big performance impact on battle (also on high end PCs), the other is fast but ugly. So my question is why not a third option in between? Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted March 12, 2021 Report Share Posted March 12, 2021 3 minutes ago, OptimusShepard said: Than tell me, what's the intention? How do you understand on/off? Have you read the posts above? About inconsistent popping in a case of intermediate numbers? Quote Link to comment Share on other sites More sharing options...
maroder Posted March 12, 2021 Report Share Posted March 12, 2021 I voted for on/off, because of ease of use during a game and the mentioned inconsistency of corpses disappearing at different intervals. But that is really just my personal preference and it was a close call. So from my point of view a slider option is also good, as long as there is the option to set it to 0. And i do feel like most people who voted for on/off could live with the slider option when you can set it to 0. I dont think the opinion is on/off or don't implement the feature, it more like on/off is preferred, but as long as it is included it is a step forward. Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted March 12, 2021 Report Share Posted March 12, 2021 1 hour ago, vladislavbelov said: Have you read the posts above? About inconsistent popping in a case of intermediate numbers? I think you didn't get my point. I suggested a limit of 100 units. As the corpse gets stacked on the battleground, you wont notice the popping. I can provide a video with such a limit this weekend. I don't get why you are against this feature? If you don't like it, don't use it. But only on/off is useless. Nearly nobody will chose "off". The feauture has a so high potential. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted March 12, 2021 Report Share Posted March 12, 2021 4 minutes ago, OptimusShepard said: I think you didn't get my point. I suggested a limit of 100 units. As the corpse gets stacked on the battleground, you wont notice the popping. I notice the popping even with 200, when a battle is big enough, like 200vs200. Bigger battles make them even more noticeable. 5 minutes ago, OptimusShepard said: I don't get why you are against this feature? If you don't like it, don't use it. I can feel the irritation in your words. I'm not against feature, I'm against the intermediate numbers. Why? Because the current implementation adds coupling (which is bad) and adds visual degradation. Since we have nobody to be responsible for overall visual impression of 0 A.D. I'm worrying about that, since I'm doing graphics. 12 minutes ago, OptimusShepard said: But only on/off is useless. Nearly nobody will chose "off". Nearly nobody will chose "off". The feauture has a so high potential. It's a biasing, please do not present your opinion as a truth. Why do you need corpses if your computer isn't powerful enough for them? Why not icons with number of lost units? Quote Link to comment Share on other sites More sharing options...
hyperion Posted March 12, 2021 Report Share Posted March 12, 2021 A variant that wasn't discussed so far is to make the time of disappearance configurable. For instance corpses stay for 5 seconds (use slider for slider sake!). This way the the information corpses provide remain reliable while avoiding the visual oddity of the corpse limit approach. The performance gain would also be similar in most cases. 4 Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted March 12, 2021 Report Share Posted March 12, 2021 1 hour ago, vladislavbelov said: It's a biasing, please do not present your opinion as a truth. You're right, sorry. 1 hour ago, vladislavbelov said: Why do you need corpses if your computer isn't powerful enough for them? I guess if my current Ryzen has problems to run the game without lags, most computers wont it too. The drop down menu was only a suggestion as a compromise between numbers and the on/off switch. Currently I use,like @hyperion suggested, a modification of the sinking time. I could agree on this solution too. 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted March 12, 2021 Report Share Posted March 12, 2021 32 minutes ago, OptimusShepard said: I guess if my current Ryzen has problems to run the game without lags, most computers wont it too. The "Off" option has maximum performance. Supporting intermediate states means additional cost of support for graphics. We also could render only half of objects in reflection/refraction maps, but it also requires additional support. 38 minutes ago, OptimusShepard said: Currently I use,like @hyperion suggested, a modification of the sinking time. I could agree on this solution too. I don't mind for that solution. It won't help in the only case when many units are killed at the same time and many units have been already completed in queues. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 12, 2021 Report Share Posted March 12, 2021 (edited) 6 hours ago, OptimusShepard said: The drop down menu was only a suggestion as a compromise between numbers and the on/off switch. I like this option as well. 0 (Off) 10 20 40 60 100 150 200 Unlimited Edited March 12, 2021 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
nwtour Posted March 25, 2021 Report Share Posted March 25, 2021 I took a screenshot of the battle. During the battle with the AI, 500 "used arrows" are displayed in a small area. This is a lot for low-spec computers. I think it would be nice to combine this in the settings as "Displayed objects of the battle" (corpses, ruins, arrows) and clean it up within a single queue. This method will not affect small battles in any way and and will give a big profit for large 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 25, 2021 Author Report Share Posted March 25, 2021 5 minutes ago, nwtour said: I took a screenshot of the battle. During the battle with the AI, 500 "used arrows" are displayed in a small area. This is a lot for low-spec computers. I think it would be nice to combine this in the settings as "Displayed objects of the battle" (corpses, ruins, arrows) and clean it up within a single queue. This method will not affect small battles in any way and and will give a big profit for large Feel free to commandeer D2936, you have my permission. I don't know if I'll work on it when I get back. 3 Quote Link to comment Share on other sites More sharing options...
Dizaka Posted April 23, 2021 Report Share Posted April 23, 2021 In multiplayer, would this be different per user or decided by the host? Would users have an advantage in multiplayer if one player has it on and another off? Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 23, 2021 Author Report Share Posted April 23, 2021 Per user. I suppose the advantage would be to know where and when battles occured in team games. Quote Link to comment Share on other sites More sharing options...
Dizaka Posted April 24, 2021 Report Share Posted April 24, 2021 In multiplayer players can hit CTRL+TAB to view summary for current scores quickly. I think the only time it would be useful is in quick scrimmages early on when being rushed. At that point populations are <100 generally. For multiplayer would it be possible to force the same corpse setting for all players playing? From reading this thread 100 seems like a sweet spot. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted April 24, 2021 Report Share Posted April 24, 2021 On 04/03/2021 at 1:51 PM, wowgetoffyourcellphone said: Oh, I see. Odd. So the 2 significant digits are currently hard-coded for sliders. In the last autociv version I added some extra settings controllers, one of them is a slider for integer values, seems to work well for the max corpse setting and doesnt modify much the base code. Quote Link to comment Share on other sites More sharing options...
nani Posted April 24, 2021 Report Share Posted April 24, 2021 2 hours ago, Dizaka said: In multiplayer players can hit CTRL+TAB to view summary for current scores quickly. I think the only time it would be useful is in quick scrimmages early on when being rushed. At that point populations are <100 generally. For multiplayer would it be possible to force the same corpse setting for all players playing? From reading this thread 100 seems like a sweet spot. You can't enforce that kind of state sync to corpses bc they are not serialized. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 24, 2021 Report Share Posted April 24, 2021 You want a corpse removal option? 1 Quote Link to comment Share on other sites More sharing options...
nani Posted April 24, 2021 Report Share Posted April 24, 2021 From where is this. Quote Link to comment Share on other sites More sharing options...
Dizaka Posted April 24, 2021 Report Share Posted April 24, 2021 2 hours ago, nani said: You can't enforce that kind of state sync to corpses bc they are not serialized. Oh, ignore my stupidity :D. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 24, 2021 Report Share Posted April 24, 2021 1 hour ago, nani said: From where is this. 1 Quote Link to comment Share on other sites More sharing options...
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