Search found 612 matches
- 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.
- 13 Sep 2018, 13:24
- Forum: Mapping / Modding tools & discussions
- Topic: Palette file stupid question
- Replies: 5
- Views: 3969
- 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 ...
- 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.
- 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.
Come to think of it, maybe a lot of tickets could be closed that way as not-a-bug.
- 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.
- 26 May 2018, 18:53
- Forum: Addon discussions
- Topic: New Images Frontend and Intfac
- Replies: 17
- Views: 8885
Re: New Images Frontend and Intfac
Can't you just print and cut them out of the screenshot, and download them from there?WZ2100ModsFAn wrote:…
can you upload them anytime soon?
…
- 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...
- 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?
- 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...
- 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...
- 09 Jan 2018, 13:36
- Forum: Development
- Topic: Do you prefer colored cursors or traditional cursors?
- Replies: 5
- Views: 3870
- 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...
- 17 Dec 2017, 09:25
- 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:Prot wrote:…
For now wz spend over 40% for render, i run it on blank Xorg, whitout gui, at 640x480 res, with low settings.
…
Code: Select all
src/loop.cpp: const Rational renderFraction(2, 5); // Minimum fraction of time spent rendering.
- 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.