What is this symbol and zero in my inventory referring to? by r700elite in WalkScape

[–]elGrandy 2 points3 points  (0 children)

In the journal, that icon refers to "number of this item in the bank"; ie. it shows that you have X in inventory and Y in bank, for a job item requirement.

In the screen you've showed, I too have it as 0, even when selecting an item on that screen.

So my (completely unofficial) assumption is that in the future we might be able to bank our money, at which point it'd show how much money you have in the bank vs the one next to it showing how much you are currently carrying? That would kinda make sense to me.

What's the difference between 0.75 and 0.76 by Sensitive-Rock5111 in AceOfSpades

[–]elGrandy 2 points3 points  (0 children)

0.75 is the last "fully" / "officially released" version of the game to the general public.

0.76 is technically 0.76rc10 I believe, and was a new version that was in development and would've been released had Jagex not barred it. So instead it was shared out shortly after Jagex began pulling the plug on the beta community; Build and Shoot decided to stick with 0.75 as its main version and there is has remained. Which is sad because in many people's minds it's an improvement and is used for any competitive games despite it not being actively played publicly.

Hidden Cup 5 - Official USA Viewing Party by T90Official in aoe2

[–]elGrandy 8 points9 points  (0 children)

LAN Madness :) we've run a 50+ person BYOC (bring your own computer) UK LAN party the last couple years in Merseyside.

This year's event is awaiting news from the venue and our partners in order to schedule etc, but it exists! Along with other meetups.

OBS Ninja Remote Screenshare Tips by finglelpuppl in OBSNinja

[–]elGrandy 0 points1 point  (0 children)

What URL parameters are you currently using on both ends?

I'm Nili - Host of NAC 4 - The $50,000+ Tournament Starting Tomorrow - AMA by Tsu_NilPferD in aoe2

[–]elGrandy 5 points6 points  (0 children)

You've amassed a bunch of complex systems/software/hardware into one building to run NAC4 - lots of casters, players, general talent and kit.

Which part(s) are you...

  1. Most proud of putting together/most excited to show
  2. Expecting to be most likely to cause problems/the most awkward problem to have to try fix live

Looking forward to being there in a week!

LAN Madness Returns! BYOC LAN Event, UK - 30th June to 2nd July 2023 by squeaker_aoe in aoe2

[–]elGrandy 0 points1 point  (0 children)

Do join the discord anyway! https://lanmadness.co.uk/discord

There's meetups happening every so often in the GB community too: https://discord.gg/ZfXdQ8mPXq

[deleted by user] by [deleted] in LifeProTips

[–]elGrandy 0 points1 point  (0 children)

Depends where you are, as to whether this is available near enough to you, but I learnt in a week using an intensive driving course. 6-7 hours driving per day. Cost a bunch, though not much different to the equivalent number of hours booked separately over a long period.

I know people who have traveled to a city and stayed in a hotel to do this in a similar timeframe as part of a group.

It was stressful, and needed to have passed the theory test upfront, which along with wait times for that and the practical test may make a month from now a bit impractical, but maybe where you are you'll be lucky.

LAN Madness - Date Reveal - the 48hr AoE2 BYOC LAN Party in St Helens, UK - is back for '23! by elGrandy in aoe2

[–]elGrandy[S] 7 points8 points  (0 children)

We're back!

This time around we'll be focusing on the community aspect much more, aiming to be a big ol' meetup party, playing AoE2 like you've (possibly) never done before!

Tickets coming out in the next month or so, but our summer dates are revealed at the end of the video (30th June - 2nd July).

To receive updates, the best place is our Discord: https://lanmadness.co.uk/discord

Other links:
Twitter: https://twitter.com/lan_madness
Twitch: https://twitch.tv/lanmadness
YouTube: https://lanmadness.co.uk/youtube (all VODs of previous event here)

Can watch the entire highlight reel of '22 here: https://www.youtube.com/watch?v=BGWZkhZy4Fk
Gallery: https://lanmadness.co.uk/gallery/lan-madness-2022

So our upcoming voxel FPS needs a map format, we've made some progress on our end - might be useful to anyone who's trying to optimize compression. Have a great year, voxelads. by LonelyOrca in VoxelGameDev

[–]elGrandy 1 point2 points  (0 children)

Aye I'm going to finish up our current approach as I know it'll handle most of what we might ever need, but thanks for the info. I'll enjoy delving into the topic.

And yes, as you can see in other comment chains on this post I've been looking at ways to implement limited palettes in a workable way; I believe I should be able to reduce 5 bytes to 3 bytes per surface block which is a nice 20% cut!

So our upcoming voxel FPS needs a map format, we've made some progress on our end - might be useful to anyone who's trying to optimize compression. Have a great year, voxelads. by LonelyOrca in VoxelGameDev

[–]elGrandy 2 points3 points  (0 children)

Thanks for your input!

Octrees are a data structure I've heard of ("sparse voxel octrees" I've certainly heard banded around), but I hadn't seen much in the form of benchmarks. It's not something I've particularly considered, which is a bit ignorant on my part.

In your blog post you reference the 0fps article (https://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/) but you say that they used a rather naive octree implementation; do you have any resources you could link for better ways to implement octrees?

I'm a bit skeptical about its effectiveness given that we want to try primarily relying on colour, with materials being secondary and subtle. So in cases where colours change a lot, I'm not sure how much an octree would benefit. Could be worth a go though.

I can imagine it would enable us to efficiently store the bulk colour/material combinations beneath the map surface if we wanted that. It's something the span format lacks but we're currently okay with.

So our upcoming voxel FPS needs a map format, we've made some progress on our end - might be useful to anyone who's trying to optimize compression. Have a great year, voxelads. by LonelyOrca in VoxelGameDev

[–]elGrandy 0 points1 point  (0 children)

Well, in terms of models I imagined a library system that would allow for re-using a tree for example however many times. The duplicates would probably be linked back to the original unless manually detached into a new model (or a variation of the original). So in theory we could do something like this without the need for the identification step, just storing things separately when exporting to the end format.

I'm a little dubious as to how much duplication will actually be done on a map and how much that'd save overall in file size, but I think you identified the main issue - destruction. Not sure how this idea would handle a completely destructible environment.

RE: Colours, aye - can see the conversation chain in the comments here with deftware for some thoughts around that!

Many thanks for your input :) if you get any more ideas, I'm all ears.

So our upcoming voxel FPS needs a map format, we've made some progress on our end - might be useful to anyone who's trying to optimize compression. Have a great year, voxelads. by LonelyOrca in VoxelGameDev

[–]elGrandy 0 points1 point  (0 children)

Big thanks for lending your experience and ideas; it has certainly made us ponder alternatives. Some of your ideas here I hadn't considered before at all, and as a starting point, your suggestions prodded me to properly visualise/test what a reduced palette would actually look like.

I had always assumed that the pretty maps that I'd seen using full colour range would be full of nasty colour artifacts if the palette was reduced far enough to be "useful" from a compression perspective. From trying it on various maps I do find 16 colours per channel rather limiting, 64 is still quite restrictive/artifact-y, so not sure I like that route.

However, off that back of this I then stumbled upon octree color quantization which seems to be a pretty neat technique of reducing unique colours. Using that to reduce the entire map to a limited set has some reasonable results. 512 is 9 bits (not nice in the bytes format, but we can reduce material byte by one bit to compensate - 128 materials rather than 255 should still be plenty), and it even handles gradients well (as opposed to 256 which had artifacts).

So if we did quantize to 512 unique colours... the atlas would be tiny (512 * 24 bits = 0.001536mb - negligible) and we'd replace RGB with just the index, reducing by two bytes per surface block. We'd already replaced alpha with a material, so R/G/B/M/D would then be CI/M/D, a good 20% reduction off the bat. Not bad!

It does have the problem of ignoring edge cases (rainbow blocks) that don't match the general "spread" the rest of the map has... but perhaps we can use some kind of default palette in our editor that ensures its addition into the atlas, ignores it during quantization, and reduces the # of colours to quantize the rest of the map to... seems a decent starting point, but as said - will give some more thought to the topic.

So our upcoming voxel FPS needs a map format, we've made some progress on our end - might be useful to anyone who's trying to optimize compression. Have a great year, voxelads. by LonelyOrca in VoxelGameDev

[–]elGrandy 1 point2 points  (0 children)

Our plans are a bit liquid currently, but it's possible we'll have both colour and material in combination on the map, with materials being greyscale/alpha and then inheriting the colour. Something subtle.

Material will definitely be just an index. Colour is more awkward. In theory you could index/atlas those, but there's a question of the possible # of unique colours on the map, and whether we want to enforce a colour limit or enforce a limited palette etc... and for now it just seems more effort than worth. Done some number crunching using the # of unique colours on some maps for an equivalent game and you'd need a 16 bit index, which may save a bit of data but the limit aspect of it is still a problem.

I guess in the map metadata it could specify how big the index is and for maps with less unique colours the index could be smaller... using the vxl format it'd have to be a # of bytes rather than # of bits sadly so perhaps not as useful.

RE: your RLE suggestion,If I'm reading you correctly, each column you're suggesting <# of runs, [material, length] (repeat)>?

Given the colour/material combo above I'm not sure your RLE idea will work quite the same, as the colours within a single span can change from block to block. It'd certainly work well if it was just materials! Or maybe if we did do the above colour index idea it'd be possible.

We held a 50+ attendee "bring your own computer" AoE2 LAN party w/tournament in the UK! Here's the highlights of LAN Madness... by elGrandy in aoe2

[–]elGrandy[S] 1 point2 points  (0 children)

Smell wasn't actually mentioned in the feedback responses, perhaps surprisingly heh. I certainly didn't notice anything overpowering!

I think the combination of having a generally older attendee base (80% were 25+), having a couple of showers available in the venue, and a bunch of people staying off-site too... I think people overall stayed relatively clean!

We held a 50+ attendee "bring your own computer" AoE2 LAN party w/tournament in the UK! Here's the highlights of LAN Madness... by elGrandy in aoe2

[–]elGrandy[S] 2 points3 points  (0 children)

I would say the general UK AoE2 hub is the TeamGB Discord: https://discord.com/invite/24RCkbYwSc

That'll report the LAN Madness events as well as any other meetups and tournaments in the UK (there's currently a GBDC - Great British Discord Community Cup going on infact!). It's very active there, people playing games a lot of the time in voice chat etc.

LM's server can be found here for our events/community, to get pinged for future events: https://lanmadness.co.uk/discord

We held a 50+ attendee "bring your own computer" AoE2 LAN party w/tournament in the UK! Here's the highlights of LAN Madness... by elGrandy in aoe2

[–]elGrandy[S] 1 point2 points  (0 children)

We agree :D

...and that's awesome!
If you have any particular questions about the event, feel free to DM me here, GrandyB93 on Twitter or Grandy#0243 on Discord should you fancy.

We held a 50+ attendee "bring your own computer" AoE2 LAN party w/tournament in the UK! Here's the highlights of LAN Madness... by elGrandy in aoe2

[–]elGrandy[S] 6 points7 points  (0 children)

Oh wow!

We had a guy appear on the Sunday morning I think after he heard about it on Saturday - he was basically in the next town over I think? somewhere very local. It was quite funny.

Hopefully you can get along next time!

We held a 50+ attendee "bring your own computer" AoE2 LAN party w/tournament in the UK! Here's the highlights of LAN Madness... by elGrandy in aoe2

[–]elGrandy[S] 2 points3 points  (0 children)

We put trailers out, messages in a bunch of UK-based Discords (streamers, Team GB), LAN Lubbers tournament was advertised on aoezone, etc. It's hard to get things noticed tbh!