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Stan`

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

  1. Yeah because you need to do more roundtrips. Instead of sending the whole thing at once, you send it prop by prop
  2. The problem is with GPUs. The game already has a lot of draw calls (the fewer the better). So say you have a wall with 1 mesh with four draw calls you have say, 20 posts in that wall and you make a prop for each one of them you'll have 20 * 4 = 80 draw calls instead of 4. Two walls 160 instead of 8. There are probably ways to optimize this, but currently we do not have such code. EDIT: Textures don't affect drawcalls it seems.
  3. Hey in the game option try disabling GLSL and postprocessing
  4. Problem is using too many props is bad for performance.
  5. Well technically if each beam of palissade was a prop, it would adapt to terrain ^^
  6. Or the walls are not in the correct rotation
  7. I guess fixing the pickaxes migth have been easier But yeah it will need some thinking. Also I notice you are using A23B horses, which are different from A24 horses, and that might play against you : S Another solution would be to reverse the horses
  8. Mmmh, I'm not sure this is a good idea, also you forgot to remove the windows... Maybe you could raise the second floor?
  9. That's because I did not reuse the same armature when making the Han Chariot, for importing such an armature was broken then. I should have the file somewhere. The reason it never really showed up is because I was told chariots were out of phase and as such should only be an eyecandy unit.
  10. Well it would require a special type of simulation scripts and probably some engine changes but technically it's doable There would be a lot of GUI work
  11. Indeed. Well I guess that why super sampling is so popular. Unfortunately, I can't really use such high resolution textures for that purpose or @vladislavbelov will yell at me
  12. It has the same bug with downsizing because it does the converse, but thanks ^^"
  13. It's basically because of the image stretching. It does some average with pixels to scale to your monitor size, causing such things. I was however surprised it didn't happen with yours, but I guess it's because of it's shape.
  14. I assume it's for this? In that case it's missing little black pixels on the sides like the others.
  15. Well I guess we should start with that spreadsheet. I can also make a script that gives you used texture per PMP.
  16. Do we really have to wait for A25 ?
  17. It's a bit hard to keep track of all the issues :/
  18. modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "units/{civ}_champion_infantry_a_barracks>units/{civ}_champion_infantry_e_barracks units/{civ}_champion_infantry_a>units/{civ}_champion_infantry_e" }] Where tokens is the new list separated by spaces
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