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Everything posted by Stan`
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Well you can fix it for the next version https://www.transifex.com/wildfire-games/search/?q=source_text%3Askirmisher+target_language%3Ade https://www.transifex.com/wildfire-games/search/?q=source_text%3Ajavelineer+target_language%3Ade Probably something @Nescio might want to unify
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Just depends on the map
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Only what's in the changelog
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Greetings everyone, The new and hopefully final release candidate (RC) is here! Revision: rP24933 Windows: https://releases.wildfiregames.com/rc/0ad-0ad-0.0.24rc3-24933-alpha-win32.exe MacOS: https://releases.wildfiregames.com/rc/0ad-0ad-0.0.24rc3-24933-alpha-osx64.dmg All RCs are available here: https://releases.wildfiregames.com/rc. The one you want is 0ad-0.0.24rc3-24933-alpha-** PLEASE READ THIS BEFORE POSTING & TESTING The RC installer will overwrite the current installed version. The RC will use your current config including mods, so make sure to disable EVERYTHING (fgod, autociv, and badosu's mods are not supported) You might get warnings about hotkeys, we redesigned completely the system, so you might have to fix some of them (you may want to backup your config file if your intend to play A23B again It goes without saying but even though we are really close to a release, this is an experimental version. macOS 10.11 and below are no longer supported. windows XP and Vista are no longer supported. If you want to help more you can also perform those steps Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Try mods through modio only. (A23B MODS WILL NOT WORK) Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave If you need any help ping me And of course you can play games with the RC. CHANGELOG: rP24933 [Windows] Automated build. Author: autobuild rP24932 Do not generate render data in case CDecal calculated wrong coordinates. Author: vladislavbelov rP24931 Fix error when unsetting a hotkey. Author: wraitii rP24930 i18n issues: Spanish manual & gamesetup tips text. Author: wraitii rP24929 Fix variant loading order Author: Stan
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
To set an active texture you need to use the node editor. There add an image texture with your blank one and click on it to make it "active" -
Is it possible Imgur is banned in you country ?
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Dan could you provide basic steps for correct AO baking in blender 2.9? -
Take your time for the translations, we're currently in translation freeze which means all the work will be mostly for next alpha
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I think it's a TLS issue, can you try disabling it?
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Others RTS - Discuss / Analysis
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Stay tuned. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Might be worth showing you this. You asked me a few times what was my strange mode It's Atlas the map editor! That's where you can test things like skyboxes and other funny settings. Such as HDR DOF and bloom Which have been messing with your screenshots . There once was an attempt to improve all this mess but the patch was too big https://code.wildfiregames.com/D1486 editor.mp4 Would be nice to have it as a patch on Phab -
Don't We're almost ready to release
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Greetings, and welcome to the forums! Thank you, I will get deeper into things soon enough. Ought to be working right now. Good! Let me know if you have any questions, or if something sounds strange or weird Takes some contributions first, but we had some historians. @feneur was probably around (Might want to leave the spammer post limit if it's not done already) Yeah sure, you can edit trac pages for the website we don't have an easy contribution process, but you can make suggestions for sure. SVN and Git mirrors On Gitlab and Github, with the only difference that git is updated once per day. We use arcanist for contributions, but we can delve into that later, and you can use the webinterface of code.wildfiregames.com for the time being; PS: If you speak welsh well enough, or know people who do, you can also help adding the translation in the language https://www.transifex.com/wildfire-games/0ad/language/cy/
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You need to compile the game https://trac.wildfiregames.com/wiki/BuildInstructions
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Yeah better now -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
It's still quite dark. Is it because of the AO? or lack thereof? -
system info and crashlog coming but not this is not actual crash and the game continued fine. Reported by @Edwarf @vladislavbelov The replay is another bug. Two of A six women batch at the beginning of the game decided to back after being tasked to the woodline @wraitii 2021-02-16_0005.zip
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A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
What about the skybox ? -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Not really most of them use model.fs -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
GPU are actually very under used. The game is mostly cpu bound. The switching is mostly done by the driver. The point of those materials is to allow artists to have models with only a few textures eg only diffuse, or diffuse + spec, diffuse +spec + ao, diffuse +spec + ao + parallax, diffuse +ao etc. If you load a material requiring more texture you'll get warnings. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
According to vladislav "we might have up to 200-300 shader switches per-frame" And yes all are used. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Well thankfully we don't have a shader per object. But we do indeed have quite a few shader. ---------------- basic_trans family For transparent objects Has a bad perf impact. basic_trans_{ao}_{parallax}_{spec} Special one basic_trans_{wind} (moves like if pushed by wind) ----- no_trans family No special stuff plain old diff spec normal parallax no_trans_{ao}_{parallax}_{spec} ----- player_trans family. multiplies a player color on the texture player_trans_{ao}_{parallax}_{spec} ------ There is also basic_spec creates a spec without specular texture basic glow creates a very faint glow effect using the alpha channel of the specular. objectcolor.xml is like player trans but you define the color in the actor -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Ah yeah I see. In general the specular was made for metallic parts but I can see how that went wrong for some stuff. -
A "psychic" shader mod; development begins...
Stan` replied to DanW58's topic in Applications and Contributions
Well it stayed as poc as the mod was not finished. Nowadays Nephy works on another mode called Hyrule conquest. I suppose we could use it for shields. I'm not sure I get you. Are we talking about the new bronze shields speculars that were made yellow so they could keep that tint or do you also talk about b&w ones ?