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Showing content with the highest reputation on 2016-02-10 in all areas

  1. I don't think the red water issue is related to any special overlays since it appears even when they're disabled. I think the red/black water issues should be moved to bugs, which I'll do shortly. I got everything cleaned up fairly well and made a PR. I also got specular reflections cleaned up and working. (I don't know if they were but they are now!) Also notice the foam caps in the screen shot. Code for drawing them has been around for a while but it was set to only show them from certain narrow camera angles. Now foam caps are visible from all directions (as they should be).
    6 points
  2. Hmm.. that'd be doable but I'm not sure how practical it'd be. You'd have to render the scene once per reflective surface, although not necessarily at a large resolution. It's also not historically accurate since there were not very good mirrors back then (personal mirrors were copper and not all that specular). Yves's project seems to be focused on minimizing the number of draw calls, which is certainly a major CPU-side overhead currently. I should note that GLMultiDrawArrays is listed as GL 1.4 and supported by 99% of all players. I don't see why any of that should require GL4.0 to be used. It's also complimentary to deferred shading. Another thing I noticed is that the renderer currently uses 9001 different FBOs, basically one per texture. Switching between FBOs is actually quite expensive, whereas swapping the textures attached to an FBO is cheap. Ideally the renderer would use exactly one FBO and just swap the attached textures as needed (and an FBO can have at least half a dozen different color textures attached at once).
    2 points
  3. I agree. I have 2 ideas for that. a) Change any wall color. Archeologists found traces of red Paint on the walls. It would enhance the importance of that building. b)Include the Deep moat filled with wáter that surrounds the building. Some pictures:
    1 point
  4. You can try it in Delenda Est. I also made the wheat wave in the winds.
    1 point
  5. Ask Enrique again. he may have different opinion.
    1 point
  6. As I stated earlier you can give a link to your fork in the ticket you will create.
    1 point
  7. aeonios, it's looking good, you should read this for submitting patches: http://trac.wildfiregames.com/wiki/SubmittingPatches You may also want to explain why you left some commented code rather than removing it.
    1 point
  8. Can do. Old shader (same water/sky/sun settings, almost same angle): More screenshots soonish.
    1 point
  9. How about hiding the faction of an opponent in the diplomacy menu until you discover the opponent. Rise of Nations did this, and it made putting computer on random fun, and scouting actually usefull, because you have to know who your opponent is before creating a suitable build.
    1 point
  10. First, I'd like to say that this is one of the best games I've seen, both Free and paid. My Suggestion: As it is right now Towers and other such defensive buildings can't be built within a certain distance of another of the same type. I have no problem with this! On the contrary, it makes perfect sense! However, there is no visual representation of where that minimum distance is, though it does tell you. I think it would make things a bit easier if there was a visual representation on the game map. I'm playing as the Britons against the Romans on the Corinthian map.
    1 point
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