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Everything posted by Stan`
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That's impressive. I wonder what proportion of the army wore such armors.
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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
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We might also look into improving the current game faces using those
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You're welcome. Anything else I can help you with ?
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Try to remove the VS2015 folder and regenerate it again
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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
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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
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Nein es kann alles sein
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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
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Thanks for the Pull Request, unfortunately that's not how we receive patches currently in the main game...
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Would be nice if you could post more screenshots
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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?
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I suspect the out of memory is responsible for the other error but just in case pinging @wraitii
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We sure do It really depends on what you can do
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Yeah because you need to do more roundtrips. Instead of sending the whole thing at once, you send it prop by prop
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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.
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I installed the game yesterday, but it crashes when I start a game
Stan` replied to Alejandro Estrada's topic in Bug reports
Hey in the game option try disabling GLSL and postprocessing -
Problem is using too many props is bad for performance.
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Heh.
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Well technically if each beam of palissade was a prop, it would adapt to terrain ^^
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Or the walls are not in the correct rotation
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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
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Mmmh, I'm not sure this is a good idea, also you forgot to remove the windows... Maybe you could raise the second floor?
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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.
