Search found 3154 matches
- 18 Sep 2021, 17:35
- Forum: News and announcements
- Topic: Server move this weekend
- Replies: 2
- Views: 11055
Re: Server move this weekend
The server move is complete and the old server has been shut down. We now have a cheaper and better server!
- 11 Sep 2021, 15:10
- Forum: News and announcements
- Topic: Server move this weekend
- Replies: 2
- Views: 11055
Server move this weekend
We will attempt a server mode this weekend to more powerful and cheaper hardware. Services may be unreliable until the move is complete.
- 14 Aug 2021, 20:42
- Forum: News and announcements
- Topic: Donations now moving to Open Collective
- Replies: 0
- Views: 13675
Donations now moving to Open Collective
Hello Warzone 2100 community! We are in the process of moving donations over to Open Collective: https://opencollective.com/warzone2100 A lot of open source projects are now using this page to make donations and expenses more transparent. This will enable us to more readily track both the project ex...
- 10 Sep 2020, 22:08
- Forum: Ideas and suggestions
- Topic: vsync
- Replies: 4
- Views: 8878
Re: vsync
It should be fairly trivial to add support for adaptive vsync, actually. It could help in some cases when FPS can't reach the full 60 fps (or whatever your screen refresh is).
- 27 Oct 2019, 06:37
- Forum: Ideas and suggestions
- Topic: Support for multiple targets for multi-turret bodies.
- Replies: 3
- Views: 6657
Re: Support for multiple targets for multi-turret bodies.
The code does support multiple targets already, it is just written very badly.
- 31 Aug 2019, 22:48
- Forum: News and announcements
- Topic: Release 3.3.0
- Replies: 14
- Views: 50581
Release 3.3.0
It has been three years since the last stable release. There is an enormous amount of changes in this release compared to 3.2.0. These changes include Display/UI scaling, performance improvements, major improvements to campaign, the return of secondary orders removed in the previous release, fix of ...
- 31 Aug 2019, 15:43
- Forum: Coding
- Topic: My options for improving code speed.
- Replies: 20
- Views: 30358
Re: My options for improving code speed.
Very little. Graphics, pathfinding and AI are the big consumers.moltengear wrote: ↑31 Aug 2019, 15:09 As far as I know, sound support is implemented in the same thread as the entire game code.
I wonder how much CPU time percentage spent on providing sound in the game?
- 20 Aug 2019, 23:33
- Forum: Coding
- Topic: Vulkan support
- Replies: 63
- Views: 104350
Re: Vulkan support
Interesting. Do you have a git branch for this work?
- 03 Mar 2019, 23:56
- Forum: Coding
- Topic: Tested on rpi3 b+
- Replies: 8
- Views: 16401
Re: Tested on rpi3 b+
It already runs path-finding on a separate thread, which your system should migrate to a different core as needed. It is probably not ideal, in that we should rather send paths over the network rather each host calculating every path, as we do now - but there are advantages to both methods. We could...
- 10 Feb 2019, 23:30
- Forum: News and announcements
- Topic: Release 3.3.0 beta 1
- Replies: 86
- Views: 249809
Release 3.3.0 beta 1
Hello everyone, Release 3.3.0 beta 1 is out! This is a very large release, and contains multiple changes. Please test it intensively so that we may soon push out the final 3.3.0. It is available at our usual location: https://sourceforge.net/projects/warzone2100/files/releases/3.3.0/ If you wish to ...
- 08 Jan 2019, 23:04
- Forum: Balance
- Topic: Jammer balance
- Replies: 12
- Views: 21269
Re: Jammer balance
Just throwing this idea out there: Radar detector detect sensor turrets in a very long range already. What if we changed the jammer into a very long range direct fire "weapon" that simply disables a single sensor turret? Or all sensor turrets within the target area.
- 08 Jan 2019, 23:01
- Forum: Balance
- Topic: Jammer balance
- Replies: 12
- Views: 21269
Re: Jammer balance
Yes, VTOL is a counter to artillery, but I'm not sure it is a sufficient one, because it takes a long time to get to VTOLs if you notice that the enemy is going artillery and you were not planning to go that route already. Ideally direct fire weapons would not be affected by the jammer. And if you g...
- 07 Jan 2019, 20:39
- Forum: Balance
- Topic: Jammer balance
- Replies: 12
- Views: 21269
Re: Jammer balance
Jammer was introduced because of complaints that artillery was overpowered, and there was no good counter. The radar detector is meant as a counter to the jammer. It does not of course block the jammer completely - that would make it useless - but should allow you to pinpoint it and more easily take...
- 25 Nov 2018, 15:58
- Forum: Coding
- Topic: Help. Find a piece of code
- Replies: 2
- Views: 9708
Re: Help. Find a piece of code
Models: lib/ivis_opengl/imdload.cpp
Surface: src/terrain.cpp
Surface: src/terrain.cpp
- 23 Nov 2018, 03:02
- Forum: Coding
- Topic: Flowfield prototype
- Replies: 15
- Views: 29911
Re: Flowfield prototype
Note that the generation of the path/flow only needs to be deterministic if the same computation needs to be done on each peer. If the droid owner does the path/flow computation and then sends it to the other peers over the network, and they can follow this path/flow deterministically from a common ...