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Posts
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Everything posted by Stan`
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Adding Toggle 3D button to actor viewer.
Stan` replied to Boston's topic in Game Development & Technical Discussion
Since it's a pointer (Ptr suffix) maybe you just need to dereference it ? -
Creative Commons, 2d game sprites.
Stan` replied to Boston's topic in Introductions & Off-Topic Discussion
I suppose they fall in the "derivative works" category so they would be CC BY SA 3.0 as long as you give credit to wildfiregames it should be fine -
That is where the ignoreincompatibility check comes in play (i wonder if a small countermeasure would be to make that flag work only with signed mods). It's written in the signing mod rules that any mod touchig simulation cannot be signed with ignore compatibility checks to true. The rule is not perfect but it's the rule. The idea is just to say well you might run into sync troubles but also this mod changes thing in a way you might not want to play without it.
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@hyperion Sure. IMHO mod.io's goal should be to ensure general mod safety. Not to ensure anything else. Commercial games have little ways of preventing cheating opensource ones even less so.
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Even that badge wouldn't be enough. Some people just edit the public mod these days...
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Usually happens when animation synchronisation mess up, sometimes when buildings have horse props.
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IIRC @Itms @wraitii and @vladislavbelov can sign mods.
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They use the biomes I suppose.
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Same.
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Hey @Xavi it should work now
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Entities are "templates" you want to select actors in the dropdown.
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I do not. Hopefully soonish.
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That's because of the way normal maps are computed. They deform the light. No light no deformation
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No it's due to the server migration
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Building latest revision is currently broken for Linux
Stan` replied to Riesi's topic in Applications and Contributions
@Itms @implodedok -
Needs => https://code.wildfiregames.com/D4979 IIRC
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Toon Shader? [SOLVED: NOT FEASIBLE]
Stan` replied to AGamer's topic in Tutorials, references and art help
@AGamer Just to clarify, I did not say it was not possible with OpenGL (Although has @vladislavbelov said, it might be trickier to do it in postprocess). The point was that changing just openGL shaders would not work, you'd have to to change shaders for Vulkan as well. If you don't use Vulkan you don't need to worry about it for now. -
IIRC it was almost ready for A27 and now someone is bringing it back to A26 in their own fork of the repo.
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Vulkan - new graphics API
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
Seems they got lost during the migration @implodedok @Itms -
I mean the Macedonia campaign could be a good start...
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64bit the limit is much higher.
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Building latest revision is currently broken for Linux
Stan` replied to Riesi's topic in Applications and Contributions
If you commit, gotta credit. -
Probably the JS garbage collector. it's quite visible on a RPI4. Needs to be profiled though.
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Toon Shader? [SOLVED: NOT FEASIBLE]
Stan` replied to AGamer's topic in Tutorials, references and art help
You cannot use Vulkan on A26. -
Using an Armature from the game on a custom mesh?
Stan` replied to AGamer's topic in Tutorials & Guides
You're gonna have to rig your mesh to the existing armature and hope it has the same proportions. For that you need to import the armature from the unit blend file and scale your mesh to match it as best as you can. Then you can try to make the armature the parent with automatic weights. https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip