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Everything posted by Stan`
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Sounds like a feature that could be interesting for @The Undying Nephalim & @Exodarion How hard would it be @Freagarach to add another property visible for ai or something?
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https://trac.wildfiregames.com/ticket/6053
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If you disable them in the civ.json visible false or whatever it doesn't work?
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It released you can download it already.
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No the map references the individual terrain texture actors in https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/terrains Those terrain texture actors reference the actual textures in https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/terrain Each of those textures has mipmaps (if they are png a dds file is generated in your cache folder) auto mipmap generation bv NVTT is pretty bad though and @vladislavbelov wants to fix it.
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dds texture are images files (I believe gimp can open them) Maps are in binaries/data/mods/public/maps/ https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/maps There are three types of maps, Random (Procedurally generated using javascript), Skirmishes, and Scenarios. The last too are mostly the same apart from the fact they are in a different folder. Some maps have trigger scripts, which are scripts used to generate specific actions (eg spawning units regularly, or adding a different victory condition) "Normal" maps use an XML file and a PMP file (The xml contains map settings, lighting, water height, entity positions). The pmp contains height data, and texture data. wiki:PMP_File_Format
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They are brought together by code. I think we create a GL cube that's dependant of camera position
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We have mipmaps in DDS files if that's your question. Might or might not point you somewhere. https://code.wildfiregames.com/D3023 https://code.wildfiregames.com/D3020
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#version 777 ? Needs to be 130 or whatever we use else some drivers will crash because unknown opengl version iirc
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Can you attach crashlog.txt and crashlog.dmp? They are in %localappdata%\0ad\logs. Also try disabling mods.
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Upgrading a23 skirmish maps to be compatible with a24
Stan` replied to andy5995's topic in Scenario Design/Map making
Not sure there is a ticket for it. Should be somewhat easy to debug and patch if someone has the time -
Upgrading a23 skirmish maps to be compatible with a24
Stan` replied to andy5995's topic in Scenario Design/Map making
Yeah I noticed that. Changing them work though unnasigning them doesn't. -
Does the laptop where it lags have screen scaling ? Eg a 125*% zoom on windows. If so you need to disable scaling foe 0 A.D. by editing properties or disable it entirey
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Try this (sorry about the french, it's properties, then compatibility tab) dpi.mp4
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You can also right click on them to get details :?
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Spidermonkey 68 & 78 upgrade
Stan` replied to wraitii's topic in Game Development & Technical Discussion
Hey thanks for reaching out, The patch is here https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/libraries/source/spidermonkey/FixSharedArray.diff You can see all the patches we apply here https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/libraries/source/spidermonkey/patch.sh -
PPA is outdated. See it's missing the Alpha name.
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You cannot do that, because the drop shadow / glow effects are dependent on what's above, and that's a bit hard to implement. Maybe you could consider another display approach for them, like at the bottom
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I have updated some on the webpage but maybe I missed it somewhere else.
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He is using Delenda Est (the A23B mod), which is not supported not sure why it loads it though.
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Not sure that people would see / read it. I don't suppose a FAQ wiki page would help much ?
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It would seem that the enthusiasm for the release has crashed the lobby my friends. Thanks for being so many
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You can edit your user.cfg file and set gui.scale=1.2