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Stan`

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

  1. I mean Violet le duc, who made the roof kinda destroyed some castle history by doing things to his liking instead of restoring them.
  2. Well the person who built it kind of defaced a few castles so it's not cultural loss, but still a loss.
  3. Will be. It's pretty much the case until 6x6 7x7 and 8x8. In the template you gave me 40x40 is 4 * 10 + 4 * 10 so that should be a 10x10 foundation instead of a 8x8 Yeah because some of them didn't respect conventions either. They will after I'm done, which might take some more weeks. Well it's kinda of arbitrary, which IMHO Sucks. Obstruction and height should be defined by the mesh so the closest to the building footprint needs to be a bit bigger so that it's not under the building. A too big obstruction will mean unit using it as a dropsite or attacking it will not go near to hit it. What could work is set the Footprint to the nearest foundation size, and keep the obstruction to the building size. Might lead to overlap though. Maybe @LordGood has some thoughts on that. Not in the near future. You can find my todo list here. These kind of tasks kind of make me lose my motivation, because they need to be done, but they don't add a lot to the game.
  4. What are you waiting for exactly, ? A24 isn't out of the corner, and if you want to work with the latest version you can download the dev version directly ?
  5. Hmm since Atlas is broken on your machine you might not be able to see it yourself so here is a screenshot. Okay so in blue are the actual game tiles. The small tiles are pathfinder resolution IIRC. The white tiles are the tiles we use for the game buildings as everything is tilted by a good 45 degrees. The placement isn't restricted to either of these tiles. 1x1 is one blue tile, or one white tile. (Somebody messed up the bigger foundation sizes like 8x8 which is actually 10x10) In obstruction and footprint size (as well as decals) 1x1 = 4x4 subtiles (eg. a 5x5 footprint should be 20 x 20 = 4 * 5 x 4 * 5) Any other questions ? I guess all this should be in the Art Design Document at some point.
  6. According to this https://feedback.wildfiregames.com/results/ 50% of or users run on Intel GPU chips. Which aren't the best graphics cards, but make good frying pans. I'd say when most of our users support 4.5/4.6. A lot of Unix users have only access to OpenGL 2.1 (We are using 1.2) But that's not restricting us. Mostly we need someone to cleanup the renderer and use wrappers or interfaces so that we can switch between versions depending on the computer. Old branch for OpenGL 4.0 from @Yves https://github.com/Yves-G/0ad/tree/OGL4 Presentation from @vladislavbelov (you are famous now) https://fosdem.org/2019/schedule/event/0ad_graphics/ One big milestone is when Mac OS will be dropping OpenGL in favor of Metal. https://developer.apple.com/macos/whats-new/ This would be a good occasion to switch to Vulkan and MoltenVK (Because doesn't support Vulkan either)
  7. Well depends on what you define by old hardware but I know 8 years old computer that can run the game just fine. The game also runs on jailbreaked versions of the PS4 (With Linux) and some people made it work on raspberry pi
  8. Nice ! So you use a lot of commercial software ( Nothing wrong with that) I was wondering since its way higher quality than the tower you made for Borg EDIT: If you are up to the task it would be nice to have an Athena Statue compatible with our license
  9. Actually it's the contrary. People playing with toasters urge us not to do it
  10. Well you could generate 3D Models on the fly and load them but that sounds like a mess. Then the decals are actors so you can change the depth and width. You could then reload them on the fly. But all of that seems wasteful. (not as wasteful as doing them one by one but still)
  11. Revamping foundations. That's really sloooooooooooooooooooooooow. Still need to add props. They now have consistent size 1x1 is one game tile and 2x2m in Blender
  12. Mind sharing your process for this ?
  13. Well if you triple checked it made sure you are not missing any file and figured out how to assign them to every soldier without unseeded files and removing the Celt old units I guess yes.
  14. Are you sure they aren't missing cheek protection ? If they aren't you can commit yes
  15. Well people still paying for internet in MB disagree... I want to make a small launcher for 0AD on windows and or other platforms to only update up till last svn or a specific revision A bit like a mmo launcher.
  16. I wanted to do that using smaller variants in the actor file where you could just garrison a unit on top and it would get smaller but that's a bit of a hack. #2577 (turrets subunits) would be needed for that.
  17. https://answers.unity.com/questions/1242465/texture-atlasing-performance.html https://gamedevelopment.tutsplus.com/articles/using-texture-atlas-in-order-to-optimize-your-game--cms-26783
  18. Yeah but also if you load the 20 buildings + props of a civilization that use the same texture you can only load it once in memory reducing fragmentation.
  19. Ah good to know. Usually textures atlases are used for performance reasons
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