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Everything posted by Stan`
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[POLL] Corpse Removal Option
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
It removes blood. I don't have control over it -
[POLL] Corpse Removal Option
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Not that I know of https://code.wildfiregames.com/D406 (Long story short, patch is not perfect and nobody hasn't taken it on since then) Maybe @wraitii will. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
basic_trans_ao <?xml version="1.0" encoding="utf-8"?> <material> <alpha_blending/> <alternative material="basic_trans.xml" quality="2"/> <alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/> <define name="USE_TRANSPARENT" value="1"/> <required_texture name="baseTex"/> <required_texture name="aoTex" define="USE_AO"/> <shader effect="model_transparent"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> </material> If quality is lower or equal to 2 it will use basic_trans <?xml version="1.0" encoding="utf-8"?> <material> <alpha_blending/> <alternative material="alphatest.xml" if="CFG_FORCE_ALPHATEST"/> <define name="USE_TRANSPARENT" value="1"/> <required_texture name="baseTex"/> <shader effect="model_transparent"/> </material> (Slider goes from 0 to 10) It does. Materials dictate shaders which as you said is expensive. By lowering the quality you lower the number of possible variants, thus reducing the number of shader recompilations because most flags are off. As I said earlier, we needed to do that because sampling textures was more expensive than the switches. -
[POLL] Corpse Removal Option
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Do you think there is a big impact on performance for arrows? Well that's what they do with or without the patch when they aren't removed by force albeit very much slowly. I took 5 to make it obvious but in theory it should be something like 50. A slider is not possible because it needs round values and we don't support steps. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
I don't think it causes recompilation for the simple reason that those flags are set for a game. You don't play with the slider during the game. -
Note the stats are for 2k people
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[POLL] Corpse Removal Option
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
It's not a time it's amount, e.g there will be at most five (in the example but it can up to 600) Thanks for the feedback. Actually I did not include them, they are managed differently from corpses. I suppose it shouldn't be hardcoded: // CCmpProjectile:41 // Time (in seconds) before projectiles that stuck in the ground are destroyed const static float PROJECTILE_DECAY_TIME = 30.f; I suppose yeah. Not sure how to do it though. Freagarach fixed it I think -
Can you attach crashlog.txt and crashlog.dmp? See https://trac.wildfiregames.com/wiki/ReportingErrors and https://trac.wildfiregames.com/wiki/GameDataPaths
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I'm creating this poll to discuss the inclusion of https://code.wildfiregames.com/D2936. Preliminary results show that it can be a significant improvement even on powerful machines. It also points out that corpses might be lingering too long for some reason(That should be fixed separately in the templates) Some team members feel like it's a good idea while others feel like we shouldn't have intermediate values of the option because it makes the game inconsistent. If a player doesn't have a powerful machine, then he should agree to disable entirely some expensive stuff. Some I'm creating this poll to gather the community feedback. corpses.mp4 Options
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Because of the material quality slider. With the lowest settings some materials have the only base texture. Also sampling 2 textures was slower than sampling 1 texture on old hardware. -
The logs give you the IPs. Since A24 the attacker cannot obtain your IP without joining your game. Only if he had it before can he attack you. But he need some way to know you're online.
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Did I say anything? Tiles look nice -
===[TASK]=== Terrain Textures (wackyserious)
Stan` replied to wackyserious's topic in Eyecandy, custom projects and misc.
@wowgetoffyourcellphone will they work with the new ones ? -
It's possible he had you ips from before... Nothing in the logs?
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We also had a few developpers that prefered SVN, and it's generally way easier for non programmers (e.g artists) no rebase almost no merge conflicts. Commit = push. Also worth noting that while a bit wonky arcanist can make it transparent, one can also use git-svn
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
@Panther you can just open the pyromod and get the files. This way it's even easier to drop them -
It would be great to see the Britons reworked! Is a Brittonic (or Gaulish) name known, though? Welsh did not yet exist in 0 A.D.'s timeframe and Welsh is no longer used in game either, so why should we adopt a (modern) Welsh name for the next alpha? Now that D11 is in we could have a Britonnic campaign. Not sure how to collaboratively work on this though... Well if the list of features that are gonna make it into A25 are known then it could. Due to the very nature of this project it's a bit hard to tell.
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Whoops Glad to see the song is indeed related.
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Added a poll.
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If you want them to use a different path and the path where they are is writable you can use -writableRoot.
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Replays are welcome
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Click lag?! @wraitii another SDL bug?
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Sytagma is this https://en.wikipedia.org/wiki/Macedonian_phalanx
- 455 replies
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- hotkeys
- autoassign civ
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Did you change the victory conditions?