Search found 329 matches

by Tzeentch
31 Jan 2025, 14:10
Forum: Other Talk
Topic: Video Quality for Video Files For Warzone 2100
Replies: 39
Views: 61652

Re: Video Quality for Video Files For Warzone 2100

Yeah though I'm not a fan of it, Discord is the way now.

I can take a look if you like Mac. I've been working with another experienced contributor where we're getting this handled along with some other improvements using "newer" codecs with more appropriate bit-rates. Truth has to be said that any ...
by Tzeentch
29 Jan 2025, 20:37
Forum: Artwork
Topic: Cutscene upscaling
Replies: 57
Views: 139413

Re: Cutscene upscaling

More a self note here: (As I can't seem to edit previous post)
The videos were re-encoded from the uncompressed AVI files via ffmpeg2theora (using libtheora1.1beta1 originally.)

The readme doesn't quite elaborate on the different commands used exactly, per 3 sets of sequences between HQ, STD vs LQ ...
by Tzeentch
24 Jan 2025, 22:49
Forum: Addon discussions
Topic: Espoir du Front - Map 8 Players
Replies: 3
Views: 4519

Re: Espoir du Front - Map 8 Players

That link is unavailable now.
Can you upload to the mapDB?
by Tzeentch
24 Jan 2025, 22:46
Forum: Addon discussions
Topic: Ville Sauvage - Map 8 Players
Replies: 1
Views: 2472

Re: Ville Sauvage - Map 8 Players

That link is unavailable now.
Can you upload to the mapDB?
by Tzeentch
20 Jan 2025, 13:47
Forum: Artwork
Topic: Cutscene upscaling
Replies: 57
Views: 139413

Re: Cutscene upscaling

Indeed and another such tool exists written in C that may be pertinent in this situation - "psxavenc"

I concur, that result looks nice. Ideally, having both videos play side-by-side to highlight the comparison would be great way to showcase it imo.

On my first glance when comparing videos side-by ...
by Tzeentch
18 Jan 2025, 15:31
Forum: Artwork
Topic: Cutscene upscaling
Replies: 57
Views: 139413

Re: Cutscene upscaling

For a touch more background info to the reader:
RPL2AVI tool was first used to convert the actual original .RPL files into an uncompressed AVI file format. By some very hacky code (admitted within the comments of the code itself that takes from other open source code elsewhere). RPL also cannot be ...
by Tzeentch
09 Jan 2025, 23:22
Forum: Addon discussions
Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
Replies: 26
Views: 57869

Re: dumb.js: a simple PSO based AI that stronger than bonecrusher

How are you exactly testing this bot and debugging it?
by Tzeentch
14 Sep 2024, 21:56
Forum: Addon discussions
Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
Replies: 26
Views: 57869

Re: dumb.js: a simple PSO based AI that stronger than bonecrusher

I had a thought as well that, while droid order == move || retreat, to perform some terrain analysis as it moves to prefer moving over roads if seen and to avoid steep inclines where possible.

Also, consider factory orientation to face direction of produced units to local map gateway or enemy ...
by Tzeentch
06 Sep 2024, 08:19
Forum: Challenges
Topic: Multiplayer challenge: wave defense
Replies: 3
Views: 10551

Re: Multiplayer challenge: wave defense

Having this in a new Challenges category, natively installed to the game would be quite good.
I see updates continue!
by Tzeentch
05 Sep 2024, 11:44
Forum: Addon discussions
Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
Replies: 26
Views: 57869

Re: dumb.js: a simple PSO based AI that stronger than bonecrusher

Having an interest in the progress, I made a few tests on Sk-FishNets map with this bot.

The build order when using no bases, strongly advise changing this. This factor is causing it to lose the game. Other bots first make 2 facs, lab, then CC after but dumb24 makes lab, gen and CC first before any ...
by Tzeentch
02 Sep 2024, 15:28
Forum: Mapping / Modding tools & discussions
Topic: Problems with AI in my MOD, need help...
Replies: 4
Views: 16701

Re: Problems with AI in my MOD, need help...

Here you go. I was surprised while testing that it is quite competitive against Cobra.

As the name implies... it is a simple bot hack but gets you 95% there. Does build very few, but some MG tanks.
Game on T2 or higher only, as on T1 you have no mortars so it defaults to MG spam.

Ideally we need a ...
by Tzeentch
01 Sep 2024, 23:18
Forum: Mapping / Modding tools & discussions
Topic: Problems with AI in my MOD, need help...
Replies: 4
Views: 16701

Re: Problems with AI in my MOD, need help...

I'm not fully certain but have a few ideas that may help:

Try testing this with Nullbot as well, it has a few lines of code that disables producing units before a given design is available to it.
"Being able to build units before designing them"
I don't think the others have this type of code, so ...
by Tzeentch
01 Sep 2024, 22:27
Forum: Campaign
Topic: Reclamation Campaign
Replies: 3
Views: 1759

Re: Reclamation Campaign

I made some suggestions elsewhere, definitively reckon it'd be better using more focus on Cyborgs only and shifting some techs around.
It seems odd you get tracks before half-tracks and no medium bodies even. Flamer comes quite late too.
Having a Mortar pit by L4 would be good and more AA related ...
by Tzeentch
03 Aug 2024, 22:44
Forum: News and announcements
Topic: 4.5 - The Campaign Choices Update
Replies: 8
Views: 27285

Re: 4.5 - The Campaign Choices Update

Loved the Reclamation Campaign!
by Tzeentch
14 Jul 2024, 17:09
Forum: Addon discussions
Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
Replies: 26
Views: 57869

Re: dumb.js: a simple PSO based AI that stronger than bonecrusher

Many other scenarios to think about, it isn't easy to achieve. ( think VTOL, Hover or Cyborg only games too ) Or having constrained building room etc.

When I looked across all historic forum posts I have seen some great ideas implemented across some AIs that weren't introduced to the game ...