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    • For Tachara and Hall or Tachara only ?
    • This is a really detailed and well-explained approach to handling fonts with FreeType in OpenGL. The shift from bitmap fonts to scalable TrueType with runtime texture atlases makes a lot of sense, especially for better readability and Unicode support. The part about glyph handling and shaders was particularly interesting, as it shows how much work goes into proper text rendering. It also shows how important styling is, not just for readability but for visual identity. Even outside development, people focus on things like Free Fire name style to stand out. Using stylish text and symbols can really make names more unique and visually appealing.
    • I think both systems have their place, but for most players the metric system feels easier to work with, especially when doing calculations or scaling distances. It keeps everything consistent and avoids confusion between units. As seen in similar discussions, many prefer metric because it simplifies conversions and makes gameplay smoother . In general, using clear and consistent measurements helps a lot. For quick calculations or checking values step by step, I sometimes use la calculadora de alicia, which makes things easier to understand and verify.
    • I believe I can pull up what kind of temperate the random map is somewhere although I haven't tried yet. Having different unique vassal civs for different map types I believe is totally doable, and would be an awesome way to show off smaller civs/tribes in those regions. Technically anything can be edited even the match setup UI, but with the scale of the mod, in order to keep it compatible with other mods, having unique vassals spawn per map temperate type automatically would be the way I would go around doing it.   Also just a quick update on the internal version, I have added true random placement of vassals on maps now, avoiding water and clearing trees on their spawn areas.   
    • I'm going to download this extension and refactor the UV mapping this structure.
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