-
Posts
18.079 -
Joined
-
Last visited
-
Days Won
587
Everything posted by Stan`
-
Fragment shader quick questions
Stan` replied to DanW58's topic in Game Development & Technical Discussion
@vladislavbelov can you review this? -
Can you take screenshots? Sounds use soundgroups and do play a variety of sounds randomly with random pitch and random gain @Samulis worked on those sounds so he might be able to fix the problems. I think it sounds better than A23B less clickety. @wraitii @Freagarach @Angen @vladislavbelov any idea?
-
No good reason: It was not added.
-
Ya can't. If you are really determined you can do some stuff, but it's gonna take some patience.
-
Fragment shader quick questions
Stan` replied to DanW58's topic in Game Development & Technical Discussion
Cause I spoke with him Well we only dropped XP this year And yeah Intel GL drivers are crap. Their GPU work much better on linux -
Fragment shader quick questions
Stan` replied to DanW58's topic in Game Development & Technical Discussion
→ https://feedback.wildfiregames.com/results/ (For stats, hopefully more soon, with CPU caps and supported resolutions) GL1 1992 FTW -
Fragment shader quick questions
Stan` replied to DanW58's topic in Game Development & Technical Discussion
Well... just see the slightly snarky answer there EDIT: There too https://code.wildfiregames.com/D3237 -
Fragment shader quick questions
Stan` replied to DanW58's topic in Game Development & Technical Discussion
I'm sorry it felt that way. You shouldn't feel attacked by me I believe it's a side effect of text based communication -
Fragment shader quick questions
Stan` replied to DanW58's topic in Game Development & Technical Discussion
Problem with doing that other than stripping mappers like @wowgetoffyourcellphone from their freedom is that you need a lot of new skyboxes. So far those textures have mostly been left unchanged for 10 years and we have no way to create new ones. The code there isn't that great as the dds are hardcoded. -
Windows link https://www.mediafire.com/file/impg1nstotftnga/0ad-0.0.24-24841-alpha-win32.exe/file
-
Mac Bundle: https://www.mediafire.com/file/8sjwsc3vo2s2nph/0ad-0.0.24-24841-alpha-osx64.dmg/file Windows bundle still uploading.
-
AO Maps are baked using a second UVMap. We use texture Atlases to reduce the number of textures loaded for a single civilisation. Maybe you forgot to tick "Import Units" That's to save polygons.
-
Pretty nice You might want to fill the part above the door with props / or wooden beams or a medieval sign hanging.
-
binaries/data/mods/public/art/meshes/structural/ptol_civic_centre.dae
-
I lauched a build for the installers, they should be ready in a few hours. https://jenkins.wildfiregames.com/job/macos-all-bundles/66/console (You need to be logged in to see them) Either I or @wraitii will upload them to more friendly place for you to download afterwards. A few notes! - The RCs's version is r24841 - The RC 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 mod 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. If you want to help more you can also perform those steps Launch a random game Test your language's translations and fix them on Transifex. Launch a normal skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas See if everything works there. Open Unit tests demo (To see if there any breakage in displaying entity's) Try mods If you need any help ping me Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Saving and loading a game.
-
You might want to add wooden beams on the edges, or to round the corners a bit Also maybe steps under the door.
-
Wow that's great! Keep it up
-
Your input is always welcome
-
https://code.wildfiregames.com/D3518
-
Might be some interesting stuff there https://trac.wildfiregames.com/browser/art_source/trunk/grafx and mockups/UI - Game
-
You could have a combination of pop count to 0 and entity limits to say 20. I believe @Freagarach also created a ticket for feature which would allow you to only have a pool of mercenaries (e.g 100 at the beginning of the game, and each player recruiting them would make the pool go down until it reaches 0 then no mercenary can be recruited anymore (one could also regrow that limit slowly))
-
@Thorfinn the Shallow Minded hgj @borg- it's already in. https://code.wildfiregames.com/rP23541
-
Can you upload the replay for @wraitii ?