We don't use (much) floating point math in the simulation code, specifically to avoid the determinism issues there.
There was some investigation into the release vs debug profiles, but this ended up being dropped again after we confirmed that it only really affected custom builds using the ...
Search found 14 matches
- Mon Jan 25, 2016 9:42 pm
- Forum: General Discussion
- Topic: Ideas on solving desyncs in Release compilation?
- Replies: 2
- Views: 3232
- Mon Jan 25, 2016 3:17 pm
- Forum: General Discussion
- Topic: Ideas on solving desyncs in Release compilation?
- Replies: 2
- Views: 3232
Ideas on solving desyncs in Release compilation?
Hello there,
IIRC, one of the main problems that restricted this game to be run in Release mode (therefore speeding up the game) was the treatment different OS and architectures gave to floating numbers. I was wondering if all those problems have been solved. If not, maybe there are a couple of ...
IIRC, one of the main problems that restricted this game to be run in Release mode (therefore speeding up the game) was the treatment different OS and architectures gave to floating numbers. I was wondering if all those problems have been solved. If not, maybe there are a couple of ...
- Sat Mar 01, 2014 1:46 pm
- Forum: General Discussion
- Topic: TypeInitializationException error
- Replies: 4
- Views: 7615
It works fine here on openSUSE with Mono 3.2.3 using MonoDevelop 4.2.1 so I don't think that is the problem if those PPAs did everything correctly. You can try to give is the version of libgdiplus and the output of mono --version . Also be sure to run make dependencies before running the game when ...
- Fri Feb 28, 2014 8:58 am
- Forum: General Discussion
- Topic: TypeInitializationException error
- Replies: 4
- Views: 7615
- Wed Feb 26, 2014 9:50 pm
- Forum: General Discussion
- Topic: TypeInitializationException error
- Replies: 4
- Views: 7615
TypeInitializationException error
Hello,
I'm having some issues when executing the game OpenRA from the latest changes in HEAD of the project. About 2 months ago or so I could execute and play the game from the Git without any problem, yet know I run into a TypeInitializationException error. Here is the Stack Trace:
System ...
I'm having some issues when executing the game OpenRA from the latest changes in HEAD of the project. About 2 months ago or so I could execute and play the game from the Git without any problem, yet know I run into a TypeInitializationException error. Here is the Stack Trace:
System ...
- Fri Jan 03, 2014 7:05 pm
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 8377
- Thu Jan 02, 2014 4:13 pm
- Forum: Mapping and Modding
- Topic: Where is the D2K mod HQ?
- Replies: 7
- Views: 14178
- Thu Jan 02, 2014 10:49 am
- Forum: Mapping and Modding
- Topic: Where is the D2K mod HQ?
- Replies: 7
- Views: 14178
Where is the D2K mod HQ?
Hello there,
I'm pretty interested in following the development of the D2k mod for OpenRA, but I'm a bit confused about whether the main development discussions happens in this forums or in the site d2kplus.com. Can someone enlighten me and clear my doubts?
Thank you
I'm pretty interested in following the development of the D2k mod for OpenRA, but I'm a bit confused about whether the main development discussions happens in this forums or in the site d2kplus.com. Can someone enlighten me and clear my doubts?
Thank you
- Wed Jan 01, 2014 8:22 pm
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 8377
- Tue Dec 31, 2013 11:16 am
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 8377
- Mon Dec 30, 2013 9:37 pm
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 8377
D2K mod multiple building time reduction
Hello there,
I just wanted to make a rather noobie but short question. In the Red Alert mod, the build time for units is reduced for every duplicated factory built. In D2K that doesn't happen.
Is it intended this way?
I just wanted to make a rather noobie but short question. In the Red Alert mod, the build time for units is reduced for every duplicated factory built. In D2K that doesn't happen.
Is it intended this way?
- Mon Dec 30, 2013 10:04 am
- Forum: General Discussion
- Topic: [SOLVED]Where to place or use .AUD files from Dune 2000?
- Replies: 8
- Views: 9653
- Mon Dec 30, 2013 9:16 am
- Forum: General Discussion
- Topic: [SOLVED]Where to place or use .AUD files from Dune 2000?
- Replies: 8
- Views: 9653
- Sun Dec 29, 2013 8:47 am
- Forum: General Discussion
- Topic: [SOLVED]Where to place or use .AUD files from Dune 2000?
- Replies: 8
- Views: 9653
[SOLVED]Where to place or use .AUD files from Dune 2000?
Hi,
I have a Dune 2000 CD and I would wish to import the music .AUD files into OpenRA. I tried to place them in the Music folder inside .openra/Content/d2k/ but the game doesn't detect the files.
Do they need some kind of conversion or put them into a different folder?
Thanks
I have a Dune 2000 CD and I would wish to import the music .AUD files into OpenRA. I tried to place them in the Music folder inside .openra/Content/d2k/ but the game doesn't detect the files.
Do they need some kind of conversion or put them into a different folder?
Thanks