Search found 612 matches

by Cyp
08 Oct 2018, 09:42
Forum: Development
Topic: bug #4785 desynch when transferring units
Replies: 4
Views: 3987

Re: bug #4785 desynch when transferring units

Ok, good, thanks for testing.
by Cyp
13 Sep 2018, 13:24
Forum: Mapping / Modding tools & discussions
Topic: Palette file stupid question
Replies: 5
Views: 3969

Re: Palette file stupid question

Berg wrote: 13 Sep 2018, 12:09 The format is RBGA red blue green alpha
The easy way is to remove the FF at the end and try the first 3 numbers as its RBG
I think you mean RGBA (red, green, blue, alpha).
0,ff,0,ff // green
by Cyp
06 Sep 2018, 11:47
Forum: Game related Discussions
Topic: Why is warzone now such a s*t?
Replies: 73
Views: 49751

Re: Why is warzone now such a s*t?

… It's also easy to add a column for spectators. All this is easy to do. In a well-designed codebase, adding spectators and replays is easy. I just don't understand all the code right now. A well-designed codebase is easy to understand. Unfortunately, the codebase isn't well-designed, though. Some ...
by Cyp
23 Aug 2018, 15:22
Forum: Balance
Topic: Command Turret balance
Replies: 12
Views: 21680

Re: Command Turret balance

I think I once won using commanders, but it only works against complete newbies, since there's a low limit to how many you can build and they do almost no damage. Takes a long time just to kill 1 bunker with a group of commanders. So it's probably better to make some other units, too.
by Cyp
13 Aug 2018, 09:19
Forum: Technical Help / Troubleshooting
Topic: Weird bug.
Replies: 12
Views: 5884

Re: Weird bug.

Doesn't look like a bug truck, looks like a viper truck.

Come to think of it, maybe a lot of tickets could be closed that way as not-a-bug.
by Cyp
21 Jul 2018, 23:06
Forum: Skirmish / Multiplay
Topic: 16 players possible in warzone 2100
Replies: 2
Views: 4028

Re: 16 players possible in warzone 2100

You can change MAX_PLAYERS in lib/framework/frame.h and recompile, and there's a chance it might work (or random stuff could break, hard to guess without trying). Probably hard to find 16-player maps, though.
by Cyp
26 May 2018, 18:53
Forum: Addon discussions
Topic: New Images Frontend and Intfac
Replies: 17
Views: 8885

Re: New Images Frontend and Intfac

WZ2100ModsFAn wrote:
can you upload them anytime soon?
Can't you just print and cut them out of the screenshot, and download them from there?
by Cyp
18 Mar 2018, 15:13
Forum: Coding
Topic: WZstring. QString replacement. Need community help.
Replies: 29
Views: 40815

Re: WZstring. QString replacement. Need community help.

UTF-16 is great because it lets you store any Unicode codepoint in one position. Unless the Unicode consortium does something weird like extending the codepoints past 0xFFFF, which they would never do. Oh, wait… I haven't looked at the proposed replacement, but I think using std::string with utility...
by Cyp
08 Feb 2018, 17:12
Forum: Addon discussions
Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
Replies: 51
Views: 56137

Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+

On an unrelated note, does anyone happen to know anything about that weird wz2100_bot that seems to keep joining every hosted game?
by Cyp
29 Jan 2018, 19:09
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 194413

Re: Enhanced Balance Mod for 3.x

… Are you saying that uint32_t would be better than uint16_t , and less bytes? And those int rewrite as uint ? Hmm. I can prepare a final patch with all the changes that we discussed in this thread. To test and then create a pull request.. :roll: Yes, slightly better, since it would then handle mor...
by Cyp
29 Jan 2018, 18:09
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 225
Views: 194413

Re: Enhanced Balance Mod for 3.x

… You're right, I forgot about that. I meant to check if it was necessary to extend that range beyond 200. (I thought this was weird way of defining ranges when I first saw it). I'm able to build and select things from build/design menu's without problem but research menu causes crash in T1 (mod on...
by Cyp
18 Dec 2017, 07:49
Forum: Other Talk
Topic: Warzone2100 AI Tournament (WZAIT)
Replies: 28
Views: 24124

Re: Warzone2100 AI Tournament

It might help a bit to change this line to something smaller than ⅖: src/loop.cpp: const Rational renderFraction(2, 5); // Minimum fraction of time spent rendering. … I placed these four bots on the map and launched autogame with const Rational renderFraction(2, 1); … Sorry, I meant the other small...
by Cyp
17 Dec 2017, 09:25
Forum: Other Talk
Topic: Warzone2100 AI Tournament (WZAIT)
Replies: 28
Views: 24124

Re: Warzone2100 AI Tournament

Prot wrote:
For now wz spend over 40% for render, i run it on blank Xorg, whitout gui, at 640x480 res, with low settings.
It might help a bit to change this line to something smaller than ⅖:

Code: Select all

src/loop.cpp:   const Rational renderFraction(2, 5);  // Minimum fraction of time spent rendering.
by Cyp
07 Nov 2017, 21:45
Forum: Coding
Topic: How to reduce the delay on the network
Replies: 1
Views: 2719

Re: How to reduce the delay on the network

I don't think there are many booleans sent over the net, and everything is gzipped before being sent over the net, so they would be sort-of packed, anyway.