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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. We haven't changed icon size in this alpha. You do have a gui.scale option in the game options now though. That sounds like a bug they definitely have a temple @wowgetoffyourcellphone Also, thanks for testing!
  2. https://github.com/0ad/0ad/blob/A25/binaries/data/mods/public/simulation/components/Capturable.js Doesn't seem to allow for it but maybe @Freagarach would be interested.
  3. Hey everyone, Thanks to @vladislavbelov's restless refactorings and cleaning, the renderer is being made easier to extend, and thus it is possible to add new filters, and texture filtering (anisotropic) is one of them. But that is not it! For those of you with more modest configurations, you can now decrease texture quality to save some of that precious VRAM. Don not be afraid to zoom in to check the differences! For our artsy friends, this also allows you to check the texel density of your models In other word to make sure that you are using the just the right amount of pixels for your textures. How does that work, you may ask, well. If at the lowest texture settings, some parts of your model are really blurry and other are not, it means that something in your texture is using too much space. On that screenshot you can see that the flowers remain pretty neat, while the rest is really blurry. Note that on that setting, we force all textures to be at maximum 256x256.
  4. Done. (You both should have gotten some kind of notification about being promoted to reviewers)
  5. Well they keep requesting us to give us phonetic readings so they can translate it to their language scripts.
  6. That's assuming that Russian speaking people, and people speaking CJK languages can read latin in its original script. It's unfair to them.
  7. Sadly we have to let translators translate them, for non latin fonts, e.g Chinese, Japanese and Korean.
  8. Are you sure it's latest SVN, your build says it was three days ago. Some fixes have been comitted since then. EDIT: My bad, fixed in the last commit https://code.wildfiregames.com/rP26402
  9. Well given how popular mods are that increase visibility I'm not sure it would be well received. The engine has some current limitation which make torches glow hard to implement for now but maybe in the future. Some people also spoke against it on the forums because it fell unrealistic
  10. Not because of running out of RAM at least. A 32 bit Windows process can only use up to 3.5GB because we added a special flag (default is 2GB) As of now, no. You need to recompile every single library, (FCollada, NVTT, Boost, MiniUnpnc, LibXML...) to be 64 bits.
  11. Dunno you're playing with your mods which makes the game look not so good, not something I can put forward for a marketing standpoint...
  12. Alre is right. It was how I noticed the weird running behavior we had before A25.
  13. Yup: https://code.wildfiregames.com/rP19960 the goal was to only readd the good ones, obviously it never happened.
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