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WFG Programming Team
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vladislavbelov last won the day on July 7 2018

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  1. Yep, you may find paths to cache here: https://trac.wildfiregames.com/wiki/GameDataPaths
  2. Also I'd recommend to try clear cache.
  3. IIRC we scale square maps to fit into circle. UPD.
  4. We still have noticeable amount of code supports square/circular mode. Yes, it's possible. And probably the patch can be not so big. Let me check.
  5. Basic idea to use only scales divisible by 4. It covers most user cases (as we don't use system UI, so we might not match exactly), at the same time it allows to have a nicely aligned interface.
  6. Ideally we need true lods (multiple meshes per model) and lod materials for that.
  7. Aren't the textures too blurry with FXAA? You may notice by the link above and: Strange limitation, it should work with GLSL for most GL2+ and with ARB shader for most GL1+.
  8. I guess not, but I can try. Also I can't reproduce the issue by steps with your details. Do you use autobuild executable or you compile by yourself?
  9. You're right that we have to prioritise things. What I can say about these patches, they open/help to open doors to some other features. And about me I spend less 5% of my 0ad time on the camera features.
  10. How do you leave the game? Alt+Tab? Which mouse button do you use? Left, right, together? What's the place you click on? On the "Click to resume Game" text? On the minimap? On the menu/top panel? Outside of GUI?
  11. Isometric hack? It might have not good consequences for rendering (for ex mentioned real depth option). Why not implement a good solution you may ask. I answer: it requires some refactoring. And it's in process, current patch: D2020, recently committed related patches rP22340, rP22395, rP22404.
  12. I can't reproduce the issue on Windows 10 64bit. When I click on the game window (even if it didn't have focus) the game continues. Probably some step/detail is missed.
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