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vladislavbelov

WFG Programming Team
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vladislavbelov last won the day on January 19 2016

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About vladislavbelov

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    Triplicarius
  • Birthday September 22

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  • First Name
    Vladislav
  • Last Name
    Belov

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    Russia

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  1. vladislavbelov

    "Not implemented" error with campaign button

    @elexis I wrote a simple script: https://code.wildfiregames.com/P122 (it creates a test mod folder with the test page), it shows, that we have many errors in translations (including not included in the release).
  2. vladislavbelov

    Some Advice concerning recording audio

    I agree with @niektb. I'm using the condenser microphone with an external audiocard for an acoustic guitar recording. And it catches even silent sounds from the street, so it requires little soft walls to block outside sounds.
  3. vladislavbelov

    "Not implemented" error with campaign button

    I meant functionality (that process these strings), sorry. By hand checking we may loose many corner cases. We don't want to run it for each commit, only for translation updates. So the performance difference is incomparable with the code problems:
  4. vladislavbelov

    "Not implemented" error with campaign button

    For full check. I.e. script doesn't guarantee existed symbols, you need to rewrite script for each change in the engine, it will test only small subset of functions. And as I said it's a bigger work to write a validate script with right logic than the page generator script.
  5. vladislavbelov

    "Not implemented" error with campaign button

    I think it requires more work (need to write JS to call C++) and has less checks, because no rendering there.
  6. vladislavbelov

    "Not implemented" error with campaign button

    There is a little hack, we can just run a special generated page, that contains all translated text. It guarantees that all texts will be tested with the real engine.
  7. I agree to use POT textures, until we have a better solution.
  8. OpenGL supports such textures since 2.0: https://www.khronos.org/opengl/wiki/NPOT_Texture. I think we need to have NPOT textures for UI, but then pack them into POT atlas. It should be faster and work better. It'd be good to implement after the GUI refactoring.
  9. As I mentioned problem is not in the texture resolution, but in number of mipmaps. Also we have not only .png textures.
  10. vladislavbelov

    People are using wrong directory for mods

    Ok, I'll try to reproduce it tomorrow for Ubuntu 16.04.
  11. vladislavbelov

    People are using wrong directory for mods

    Could post your OS version, the game version and steps to reproduce the issue?
  12. vladislavbelov

    People are using wrong directory for mods

    Does the modio installation work for you? Does the game print something in the console?
  13. vladislavbelov

    People are using wrong directory for mods

    I wrote it and it shouldn't call the archive builder (there's a chance, that VFS has a strange behaviour, but it's small), it works with a temporary folder.
  14. vladislavbelov

    Hyrule Conquest

    Understood. It's the distortion: https://en.wikipedia.org/wiki/Perspective_projection_distortion. It can be fixed/corrected with special projection matrices (it may looks like a panorama with it) or postprocessing corrections.
  15. vladislavbelov

    People are using wrong directory for mods

    It shouldn't differ from the manual installation AFAIK. Because the mod installer extracts only the mod.json and copies the whole zip file.
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