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Stan`

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

  1. Great! Keep in mind that it's Bison bonasus and not Bison Bison, due to the very European nature of this game Looking forward to what you can do
  2. Hey @MrLux Nice to see another contributor. Before we look for something you can do can you tell me a little bit more about your skills and interests? I fear changing elephants might be an issue because some of the files are only on @Alexandermb's computer and he has no internet currently
  3. For techs @wraitii might know
  4. You seem to have an issue with your sound driver and or your graphics driver. For the former you can disable sound either by running the game with the --nosound flag or by compiling without sound. See /build/premake/premake5.lua for some options.
  5. That's impressive. I wonder what proportion of the army wore such armors.
  6. I'm not sure what the goal of this thread is, but with regards to eyecandy stuff there is an entire subforum https://wildfiregames.com/forum/index.php?/forum/433-eyecandy-custom-projects-and-misc/ With regards to balancing, feel free to propose your ideas to @borg- @Nescio either here or even better directly by making a differential on Phabricator. For stuff like this, would be nice to have some sources
  7. We might also look into improving the current game faces using those
  8. You're welcome. Anything else I can help you with ?
  9. Try to remove the VS2015 folder and regenerate it again
  10. Hello and welcome! You should not have spaces in your path in order to be able to compile the game. I assume you put it into a folder called 0 A.D. hence why the path is truncated. As for SVN your clone url is incorrect it should end at trunk. Happy building
  11. Well if it fixes an art but I'll have them. I'd like to understand why we need relax back instead of ready though
  12. If you use the git repo run git diff -U5000 > file.diff and if you use the svn repo run svn diff -x -U5000 > file.diff Then upload the diff in the link @asterix gave above
  13. Thanks for the Pull Request, unfortunately that's not how we receive patches currently in the main game...
  14. Would be nice if you could post more screenshots
  15. autociv_patchApplyN(GuiInterface.prototype, "ScriptCall", function (target, that, args) { let [player, name, vargs] = args; return name in prodmod_exposedFunctions ? that[name](player, vargs) : target.apply(that, args); }) Did you forget to declare it somewhere? Can't call it without defining it eg with function keyword?
  16. I suspect the out of memory is responsible for the other error but just in case pinging @wraitii
  17. We sure do It really depends on what you can do
  18. Yeah because you need to do more roundtrips. Instead of sending the whole thing at once, you send it prop by prop
  19. 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.
  20. Hey in the game option try disabling GLSL and postprocessing
  21. Problem is using too many props is bad for performance.
  22. Well technically if each beam of palissade was a prop, it would adapt to terrain ^^
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