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Showing content with the highest reputation on 2024-07-17 in all areas

  1. ok, today version 10 is out! Be sure to check out the new sparta content and the updated values for naval units.
    3 points
  2. Proof submitted by PM, I merged the user's temporary account into their main account, with restored access.
    2 points
  3. You do not need to add your name at the top of the page. Since everything is versioned you are credited in the history. If you feel there should be another place for wiki credits, maybe we should have a dedicated page. Or maybe we could pull them @Dunedan @Itms from the wiki and add them to the game...
    2 points
  4. The egyptian fortress looked a bit flat/bland.
    1 point
  5. Much of the naming and such I did not do personally. I merely made the mod suitable to add to the game. If you can come up with better names, then by all means!
    1 point
  6. Able to replace some Unicode characters with typical ASCII counterparts on the Main wiki page. Also made a proof-concept entry for the Han civilization, it just needs some additions based on the Trac counterparts. On a side note, @wowgetoffyourcellphone: what are the Chinese characters used in the term "Wu Wei Yin", and any basis for the Sun Wu Trouble Freeing Forces?
    1 point
  7. So we doing the armchair generals in a nomad game, and I made this comment that one player will probably form a sandwich, but it wasn't clear whether he'd be the meat or the bun. And that one player ended up becoming the bun. Which means they ended up beating the meat with the other bun. Extra credits: aow for beating the meat, Peter_Nubia for a word slip (be/beat), @BreakfastBurrito_007 for pointing out the word slip
    1 point
  8. I'd like to add some precisions to this. (@vladislavbelov might correct me) Vulkan shaders (Also called spir-v shaders) are artifacts produced by compiling the GLSL code (text files) into SPIR-V files (binary files). They only should get rebuilt if new shaders are added or old are modified. That compilation process takes one hour on a fast machine, and about 5 on the CI. The produced output also differs depending on the version of GLSLC (This caused a few disagreements). There is no incremental build. So you might wonder if we're doing something stupid when compiling them. And actually it's the converse. We're optimizing the number of files we have to generate using these files: https://releases.wildfiregames.com/spir-v/ You see, unlike GLSL which support conditional macro execution using #if and the like, spirv does not and you have to compile every single permutation of those macros. (and there are a lot) Those json files only list the ones that are actually used in order to prevent generating too much useless code. Bruteforcing the generation would add a couple gigabytes of shaders. When Vulkan was first added the generation script and the relevant rule files were not present anywhere and so we couldn't automate the process. That's one of the things that caused a delay because I didn't want to go the easy route and just dump the spir-v mod as is in the release bundles. In the future we probably should rebuild the shaders only if something in binaries/data/mods/**/shaders changed, or if the rules file changed (could store a hash of the file or something) That's still a significant size. The mod itself has the advantage of being compressed
    1 point
  9. I love the respect for historic accuracy, and even more so -- curiosity, demonstrated throughout these forums.
    1 point
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