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Showing content with the highest reputation on 2016-03-19 in all areas

  1. If you modify unit statistics (so certainly "combining" multiple units in one), it will create a mod that can only be used in multiplayer if the opponent has the same mod. And of course, this mode will have to be balanced from scratch again, including all bugs that accompany balancing. However, it should be possible to improve the performance a lot by using simple models and textures. F.e. turn every tree into a green, tall pyramid; remove all details from buildings and bring them down to the essence (blocky fortress, house with a few tris, ...). It should be able to use this mod to play against someone who plays the main game (with beautiful graphics), but such a low-quality mod should still have some serious performance benefits.
    3 points
  2. A mode that can be made as an option for those with low bandwidth. Not really that different from the game as it is. A comparatively few modifications that could be made for those who cannot afford a better connection.
    1 point
  3. A bit unrelated but I think it would do wonders for people with low RAM if there is an option where the game freed all memory once you hit the end game stats instead of leaving everything cached once you return to the lobby. I assume it is better for people with enough RAM to keep everything, but with low RAM loading a new game starts swappping and is worse the reloading from disk on clear RAM
    1 point
  4. Yeah, the issues are caused by too much actor files, similar to the Crossroads (3) map, I might rethink the forest design and reduce the flora actors..
    1 point
  5. 1 point
  6. I've made a sketch for the barracks here: https://wildfiregames.com/forum/uploads/monthly_09_2015/post-16101-0-81217600-1442967197.jpg I looks more like a hall.
    1 point
  7. I hope someone picks it up, the because of lag some cannot play, simple unit reduction could help. Thanks for the welcome.
    1 point
  8. Here's the important business from the Terminal: ERROR: CRenderer::EndFrame: GL errors 1285 occurred WARNING: Fancy Effects framebuffer object incomplete: 0x8CDD GL_OUT_OF_MEMORY OpenGL error(s) occurred: 0505 GL_INVALID_VALUE OpenGL error(s) occurred: 0501 Draw call returned Invalid argument. Expect corruption. Segmentation fault I've currently got 64mb VRAM set so I'll increase this and see if it helps. I remember it also not working at 224mb though... Also left a post over at the Xonotic forums for DivVerent who created S2TC (the free encoder/decoder for S3TC) as he might be able to help me come up with some on-the-fly decoding solution for the S3TC textures 0 A.D uses. EDIT1: Here's the link: http://forums.xonotic.org/showthread.php?tid=6080 The game crashes with any VRAM amount set. I think it's not just a texture problem because on the OpenMW forum they found that their game DOES run but with pink shapes: https://forum.openmw.org/viewtopic.php?f=8&t=2850&start=10 I'm going to do some more research over the next few days and see if it's bugs in the driver, handling shaders, etc. Does anyone have a low resolution texture pack for 0.A.D I could try?
    1 point
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