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Stan`

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Everything posted by Stan`

  1. 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.
  2. 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.
  3. It removes blood. I don't have control over it
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Note the stats are for 2k people
  9. 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
  10. Stan`

    crashed!

    Can you attach crashlog.txt and crashlog.dmp? See https://trac.wildfiregames.com/wiki/ReportingErrors and https://trac.wildfiregames.com/wiki/GameDataPaths
  11. 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
  12. 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.
  13. 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.
  14. @wowgetoffyourcellphone does this. It could be part of the A25 map overhaul. I'm not sure how hard it is to implement this in say, mainland though. Skirmishes is easy. Could be another thread. Could be another thread.
  15. Not really you task everyone on one and let their do their thing.
  16. @wowgetoffyourcellphone will they work with the new ones ?
  17. It's possible he had you ips from before... Nothing in the logs?
  18. Edwarf had a good point: adding meat decaying will reduce micro a lot (which may or may not be a good thing with regards to hunting). Previously one could attack multiple targets then gather food. Now to prevent decaying as much as possible one will have a lot of gatherers on one single target, to maximise food income. See http://docs.wildfiregames.com/entity-docs/trunk.html#component.ResourceSupply (Freshly updated today)
  19. Yep really happy I pushed this. @Freagarach finished it. I think borg mentioned that one might lower max while at it. I also want to allow for random amounts eg starting at 65 or 45 randomly
  20. 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
  21. @Panther you can just open the pyromod and get the files. This way it's even easier to drop them
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