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Everything posted by Stan`
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It could probably be simpler, but I needed the geometry to curve it like this. https://code.wildfiregames.com/D557 could also be a solution.
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A25 Development Questions
Stan` replied to Yekaterina's topic in Game Development & Technical Discussion
I'm not sure what shaders you are refering to but maybe you could help @vladislavbelov work on the graphics engine. Yes we have started developping A25: https://trac.wildfiregames.com/wiki/Alpha25 You can use either the git or the svn version note that the git version is only updated once per day. We use Phabricator to handle contributions, so you'll need to install arcanist, or generate diffs by hand https://trac.wildfiregames.com/wiki/Phabricator https://trac.wildfiregames.com/wiki/SubmittingPatches -
campaing.mp4
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Nice new profile picture
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@SciGuy42 Did you see this ^ @wowgetoffyourcellphone @mysticjim @psypherium do you have ideas of a possible scenario ?
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Indeed not. The idea was if you came with a brand new IP and it happened again the attacker would have had to somehow join you game at some point and that would be in the mainlog.html
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[POLL] Corpse Removal Option
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
You realise that's what they do right now, right ?just more than a minute -
@av93 What do you need ? I suppose you've hears of the now defunct project to update the design docs?
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Maybe that we have the same material for most of terrains, like 300/470. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
I'm not really sure what to tell you ^^" -
[POLL] Corpse Removal Option
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
You'd be surprised. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
terrains are in art/terrains/**/*.xml -
[POLL] Corpse Removal Option
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
There are at least three things involved here. Pathfinding is the biggest Then there is rendering (lots of fancy meshes) Then there is the fact that until the blood disappears the units are still there below the ground. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
That's because I think you are missing a piece here. You looked at shaders, you looked at materials, you looked at the C++ code but I believe you didn't look at the actors and their props using such materials. (Files in binaries/data/mods/public/art/actors/**/*) Those files can use the most advanced material (e.g basic_trans_ao_parallax_spec) with all the defines but also the most simple (default.xml) And the shader slider only decreases quality it doesn't increase it. So if a model uses default.xml it will use that no matter the quality. If you use the fancy material above at 10 it will have all the defines but at 0 it will use basic_trans which has only the transparent define. -
[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.