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New Release: 0 A.D. Alpha 23 “Ken Wood”

play0ad.com

21–25 of 25 posts

Re: New Release: 0 A.D. Alpha 23 “Ken Wood”

#21
post #18

Earlier quoted context omitted.

The main problem with multiplayer is that 0ad is still just using a single thread for everything, so all the path finding, rendering etc. competes with network related requests. One effect of that is that the player with the slowest hardware might introduce lag for all players in multiplayer games at the moment. Splitting the game logic into multiple threads to have at least network related stuff happening in another…

A group of friends were playing and really enjoying this game but suffered from these may problem. We all fired up Visual Studio and started debugging while playing and found the problems your discussing, but the problem doesn't have a simple "throw more threads at it" solution because of the deterministic nature of the game simulation relying on the path finding. What we were able to do was put a hack into the path…

Maybe you want to help develop 0ad? Seems like you have some knowledge there...

Re: New Release: 0 A.D. Alpha 23 “Ken Wood”

#22
post #13

Earlier quoted context omitted.

Yes you can build custom maps and yes you can do something like tower defense. 0ad comes with atlas, its integrated map editor. Maps also support scripting with Javascript and there are already maps included where waves of enemies get spawned (e.g. Danubis or Jebel Barkal), what you'd probably want for tower defense as well.

I can't fire it up right now as I'm away from a system, but does Atlas compare to the awesome famed Warcraft 3 editor (WorldEdit)

I don't know Warcrafts mapesitor, but just try Atlas out. (I think it's quite good)

Re: New Release: 0 A.D. Alpha 23 “Ken Wood”

#23
post #21

Earlier quoted context omitted.

A group of friends were playing and really enjoying this game but suffered from these may problem. We all fired up Visual Studio and started debugging while playing and found the problems your discussing, but the problem doesn't have a simple "throw more threads at it" solution because of the deterministic nature of the game simulation relying on the path finding. What we were able to do was put a hack into the path…

Maybe you want to help develop 0ad? Seems like you have some knowledge there...

Unfortunately I'm not in a financial position to donate my time right now.

Re: New Release: 0 A.D. Alpha 23 “Ken Wood”

#24
post #16

I really like what they're doing with maps and map generation. To highlight a few from this post: "Hellas" gives you random cutouts of actual Greece landscape. "Egypt" is just Egypt rebuilt at small scale, including 6 pre-built cities. "Jebel Barkal" has a pre-built city on it, which dominates the map and occasionally launches attacks against the players.

Nomad is one of my favorite modes in AoE2 I wasn't even aware 0ad was capable of doing it, so this is awesome.

Re: New Release: 0 A.D. Alpha 23 “Ken Wood”

#25
post #21

Earlier quoted context omitted.

Maybe you want to help develop 0ad? Seems like you have some knowledge there...

Unfortunately I'm not in a financial position to donate my time right now.

Could you at least submit a diff of whatever you changed ? There are quite some changes planned for the Pathfinder see D13 on code.wildfiregames.com. But it might help any way :) Making a patch (diff file) shouldn't take you more than ten minutes :)
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