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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Short answer: it depends. On lower end machines, graphics are gonna eat up your GPU causing your CPU to starve. So for those, graphics and model quality will be the bottleneck. Getting the state for unit selection is quite slow as it pulls a lot of data (https://code.wildfiregames.com/D1618). Querying interfaces, (e.g getting a component for an entity) might be faster with better data structures https://code.wildfiregames.com/D1739 / https://code.wildfiregames.com/D4718 Creating entities is a bit slow too IIRC. E.g our upgrade system could use not having to create and destroy entities https://code.wildfiregames.com/D4991 Other hints in patches by wraitii https://code.wildfiregames.com/search/query/1SOtiSQV9ik8/#R This looks interesting https://gitea.wildfiregames.com/0ad/0ad/pulls/8521 OUTDATED but maybe still interesting https://gitea.wildfiregames.com/0ad/0ad/wiki/GamePerformance EDIT: also https://gitea.wildfiregames.com/0ad/0ad/issues/5874 which has a weird title cc @phosit
  2. You might try to make a weathered version of the boat texture to make it look like it's been there a little while.
  3. Stan`

    Erechtheion

    Looks really cool! Maybe the stone wall could use a few more details to look less blocky but otherwise good job.
  4. If you can't take criticism, don't participate in a community project. Do you have a reference that would make a worthy addition to the wonder?
  5. Hey @nifa This looks pretty nice. Great work. Maybe we could somehow reduce the polycount by baking some of the stones into a decal with a normal map?(looks like it's already a texture but I can't check right now) Could save some tris by making the decorations transparent texture instead of little squares. Might be nice to find a way to have a hint of player color as well.
  6. I don't know much about the .CEM format. From my little understanding though, a tool exists that will allow you to export to .CEM from Blender. In Pyrogenesis, the engine behind 0 A.D. meshes only support one material at a time. So for that reason and for modularity meshes are split into lots of pieces. For static meshes I wrote an importer from the game to Blender assuming you use the development version of the game. For animated meshes, I would not recommend using the blender importer, so it's better to use the blend files, provided they exist in the art repository
  7. You can only do that by using simlinks. There is no option in the game to do that.
  8. Nope and neither for R28. I usually did the work when porting hyrule, but i haven't done that in a while
  9. https://code.wildfiregames.com/P232 And https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts
  10. It depends. Sometimes you'll need xml changes e.g entities being removed. If a terrain was removed you'll need to edit the pmp. Other than this you should be good. There are some scripts to migrate maps from version to version
  11. We could trick it like Lordgood did. Basically inside the model you'd hide the fire. And using two bones to stretch it you could do something yeah. For now though, it does nothing. I think it was heavy sarcasm.
  12. Joining the lobby should be possible from anywhere, unless your country blocks it. Joining someone's match on the other end is another matter. The only solution would be dedicated servers you can join, and that requires money.
  13. It should though... Mods should install next to public if thats passed.
  14. Technically at some point someone planned for walls to upgrade to fortresses.
  15. cc @Itms Probably nothing we can do because it needs to be filed on the Gitea Side.
  16. Can you report the errors you're getting upstream? @ShadowOfHassen
  17. That's strange, also expect the performance to be way worse.
  18. Same reason, the cost of integrating, testing, bringing up to standards has not been undertaken.
  19. Hey, I'm Stan. I'm technically no longer the leader though. Regarding changing this gameplay mechanic aside from convincing some people you'll have to make a patch on Gitea. There are a lot of great ideas, but developper timer is scarce, and patches speak louder than words Do note however that having a patch doesn't mean it'll get merged.
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