Search found 140 matches

by moltengear
12 Aug 2019, 23:14
Forum: Coding
Topic: Moving Moving, Moved?
Replies: 4
Views: 299

Re: Moving Moving, Moved?

However, I have crashed and burned with building from GIT on Windows, and I really want to have a "test" windows machine to make sure I don't break things on WIN PC. https://forums.wz2100.net/viewtopic.php?f=6&t=15159 I hope this helps you. Thank you for your responsiveness. We do not have a progra...
by moltengear
23 Jul 2019, 18:14
Forum: Campaign
Topic: New campaign 4 Delta is coming
Replies: 4
Views: 255

Re: New campaign 4 Delta is coming

The Nexus exists. Judging by the last video. It can be a hotbed of viral spread in China. Possible technical innovations for the new campaign and the creation of artifacts for it. 1) Lack of heavy bodies for cyborgs. There are only small and medium bodies. 2) Cyborg can not make jumps using jet thru...
by moltengear
17 Jul 2019, 10:22
Forum: News and announcements
Topic: 3.3.0 (Beta) Multiplayer issues
Replies: 17
Views: 4838

Re: 3.3.0 (Beta) Multiplayer issues

Not rarely annoying delay in multiplayer. There is a suggestion to use opus audio codec instead ogg. And turn the sound in the second stream. It would also be nice if it was possible to see a list of already playing rooms. And the time that has elapsed from the start. Without this, one might get the...
by moltengear
17 Jul 2019, 10:01
Forum: Coding
Topic: Vulkan support
Replies: 49
Views: 15550

Re: Vulkan support

A new version of Raspberry PI has been released. Most likely for the new gpu they will release a vulkan api. https://forums.wz2100.net/viewtopic.php?f=30&t=15172 Compressed texture patterns of models (units, structures) are displayed correctly. But with compressed landscape textures, textures with a...
by moltengear
25 Apr 2019, 08:08
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 14243

Re: Release 3.3.0 beta 1

Maybe use rapidjson? It is the fastest and has only a header file.
http://rapidjson.org/
by moltengear
25 Apr 2019, 07:47
Forum: Technical Help / Troubleshooting
Topic: Help with compiling original source code
Replies: 3
Views: 345

Re: Help with compiling original source code

https://github.com/Warzone2100/warzone2100/tree/v1.10a https://www.indiedb.com/games/warzone-2100/downloads/warzone-2100-source-code Oh, old DirectX is used there. This is not even DirectX 9 or 8. If you can convert to DirectX 9, it will be very cool! I can partially help. It would be nice if someo...
by moltengear
09 Apr 2019, 20:21
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 14243

Re: Release 3.3.0 beta 1

Not every player can create a host. Guys, is it possible for the server to take on the responsibility of the host when starting the game, and after that the transfer of messages is already only between players. I think it would be good if there will be the ability to lock the player also on his ip a...
by moltengear
06 Apr 2019, 23:04
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 1096

Re: My options for improving code speed.

Cyp wrote:
06 Apr 2019, 20:02
Might be fairer to compare to sqrtf than to sqrt. I'd naïevely guess sqrtf to be faster and more accurate than Q_rsqrt.

I'm not sure square root calculations are the main bottleneck in the game.
Remade! There was a difference of 10 times. Now more than 13 times. So it works!
by moltengear
06 Apr 2019, 18:25
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 1096

Re: My options for improving code speed.

If someone is suddenly interesting to compare. Q_rsqrt vs sqrt #include <iostream> #include <Windows.h> using namespace std; float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = *(long *)&y; i = 0x5f3759df - (i >> 1); y = *(float *)&i;...
by moltengear
06 Apr 2019, 17:36
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 1096

Re: My options for improving code speed.

Thanks! I saw that root calculation is being applied. sqrt(). Can we apply another quick method for this project? Quake III code where John Carmack applied it. Have you profiled the current performance? (By which I mean: Profiling the entire game running, to determine the current performance bottle...
by moltengear
06 Apr 2019, 17:23
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 1096

Re: My options for improving code speed.

Thanks! I saw that root calculation is being applied. sqrt(). Can we apply another quick method for this project? Quake III code where John Carmack applied it. float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i =...
by moltengear
04 Apr 2019, 17:48
Forum: Ideas and suggestions
Topic: wazone2100 3.3.0 with DXT textures. To be or not to be!
Replies: 5
Views: 802

Re: wazone2100 3.3.0 with DXT textures. To be or not to be!

Better not to replace the texture.cpp in "src" folder . As well as folders with tiles. At the same time, still more than 80% of textures in terms of memory will be in DXT format. I noticed an increase in FPS at the maximum settings on the integrated video card. Also, the download speed of the start ...
by moltengear
31 Mar 2019, 22:50
Forum: Ideas and suggestions
Topic: wazone2100 3.3.0 with DXT textures. To be or not to be!
Replies: 5
Views: 802

Re: wazone2100 3.3.0 with DXT textures. To be or not to be!

If someone suddenly wants to convert the files themselves. Link below.
The path to the files is best done like this - "C:/texpages".
This is the corrected version. There are examples and detailed comments on the code.
I think everything will be clear.
by moltengear
31 Mar 2019, 22:43
Forum: Ideas and suggestions
Topic: wazone2100 3.3.0 with DXT textures. To be or not to be!
Replies: 5
Views: 802

Re: wazone2100 3.3.0 with DXT textures. To be or not to be!

Thank you Berg!

Anyone can test!
Download the folder on this link.
https://1drv.ms/u/s!AsgQGT2swaQHbQv94vmwkC_tWDc

And replace the source files with these

I don't know what to do, but the overlay of the tiles is broken.
by moltengear
31 Mar 2019, 00:29
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 244102

Re: Terrain Textures

Maybe we should collect terrain textures in a single fancy place, like on a wiki page. Map authors who enjoy custom tilesets could appreciate it. I like this idea. Also textures of units and buildings The first time I saw this. https://www.youtube.com/watch?v=0KgJJRk36fc If a little more fog. Just ...