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Stan`

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

  1. Well if you create a component that spawn other entities and put it on special map entities you can already do it. (Might have some limitations @Freagarach might know more)
  2. I believe most of the functions are in place on the "low level" code but the cmpVisual interface and CCmpVisualActor.cpp component file don't provide any access to it. I had a patch https://code.wildfiregames.com/D1989
  3. alttab.mp4 Basically the window sticks on top of the desktop while it should go to the background. Relevant issue https://github.com/libsdl-org/SDL/issues/4039 Got a list ? What's the DAE? To convert a model from DAE to PSA you need to have the public mod loaded with the skeletons We changed a lot of stuff in our collada. Most of RDB's fixes are in already. https://trac.wildfiregames.com/ticket/5907 was created for the remaining two. See also the discussion here https://github.com/rdb/fcollada/pull/4
  4. Then no its not currently possible because it requires C++ changes. All the prop handling code is there. The only exception would be the projectile prop point. That is because all the art is purely visual, it has no impact on gameplay whatsoever it's completely decorelated
  5. I suppose you can bookmark the link it gives you when you try to share said post ?
  6. You can already do that using variants in actor files. That's how we switch weapons/gathering tools. That's also how we add garrison flags Also works for health levels in carthaginian buildings. Units meshes have 53 prop points.
  7. Combo better intel drivers + lighter os and optimizations I suppose. I was quite surprised too. If you could upload the binaries somewhere I could compare on Windows.
  8. I suppose they are grouped to facilite unloading. You can get more info about the unit by right clicking on it I believe. As for screenspace might depend on resolution which is still 1024x768 minimum.
  9. Then might be better actually. Because i've seen 40fps difference between the same machine (one was on arch and the other on windows) Strange I thought wine64 was able to run 32bit software too (No need to check :P) You might also gain from the fact gcc might be able to write sse3 instructions from code (while msvc cannot (max we use is SSE2))
  10. @Freagarach worked on some herding beahvior at some point.
  11. Hey there, We have got some reports (From this thread and one of the Spring engine developers) that AMD APUS (maybe some GPUS too) do not seem to support OpenGL 2.1 in compatiblity mode anymore on Windows. We stick to that version because macOS does not seem to support anything else. To be fair, they do not support OpenGL at all. It might have happened in a recent driver update. Sadly nobody in the team has access to such hardware and we would like to assess whether we can do something about it. The game has those five config options ; Allows to force GL version for SDL forceglversion = false forceglprofile = "compatibility" ; Possible values: compatibility, core, es forceglmajorversion = 3 forceglminorversion = 3 Would be great if someone could test in their user.cfg (See wiki:GameDataPaths for where to find it) with forceglversion=true and try to play with the other settings like preferglsl = false Of course anyone that can compile the code and debug it is gladly welcome to do so. If you think your game is using the wrong GPU have a look here wiki:SwitchingToYourPCsDedicatedGPU
  12. Yeah I am actually in favor of ditching it It was on the roadmap for A25, but @vladislavbelov had little time and focused on HiDPI instead, and we only got some part of that. I'm also not really happy of the fact we don't patch it correctly (as in its already patched) Gentoo doesn't use the bundled copy at all (Source I've been talking with a few of the maintainers on gentoo-games) They just go --without-nvtt for the most part and use the tarballs. Anyway. I'm curious to see how it'll go with compressonator. Might event try on Windows if I get the chance.
  13. I suppose it could be done by restricted classes. E.g. giving sharks the ability to attack but only fishing boats. I'm afraid however it might look a bit weird. Also I believe more people are killed by dolphins every year than by sharks.
  14. @hyperion did you see https://github.com/castano/nvidia-texture-tools/pull/306
  15. Split the topic. I suppose @Angen or @Freagarach might. I suppose it's a template issue.
  16. Do note that Linux and macOS builds are 64bits. Also, you need to pass --large-adress-aware when running update-workspaces.bat to be able to use up to 4GB of RAM. Else you'll be limited to 2GB. (Autobuilds have that flag)
  17. Yes but no errors != Fine. We need to keep actor files consistent for variants. This allows for instance a mod to replace all projectiles at once by changing one file not 300.
  18. You can also apply a global aura for all players that sets the loot to 0. Code changes should be similar to those. https://code.wildfiregames.com/D4250
  19. Automatically yes, immediately no. Translations need to be pulled first. Usually happens twice a week . I believe you can use the filters. Per resource. There is a way to see all strings but I never remember how.
  20. @Freagarach made a feature attack a specific area. Maybe we could have friendly fire for that when it's committed.
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