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Posts
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Everything posted by Stan`
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Well i made a patch to make trees grow back resources over time
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Nice, where is that cuirass from ? -
The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Yeah this is the only picture I could find. I mean has no one tried to forge them again ? So from what I see the hammer has an octagonal shape, and a spiky slightly curved end ?- 1.040 replies
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- civ profile
- history
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
@Genava55 Did you have a chance to see the new shields in the SVN version of the game ? Are they accurate now ? -
The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
@Sundiata, @Genava55 are there blacksmith hammer head reconstructions ? All the images I see seem too... Modern ?- 1.040 replies
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- civ profile
- history
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Given the error message in the pm he sent me he should disable tls in the game's option lobby tab.
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Yeah I believe shadows are really important for the depth effect. The modders at Taleworlds and at Total War made really awesome textures even though the engine wasn't that good, and I always found it awesome how they could take every little detail out. I mean look at this, it is ridiculous: (Taken from the Uniform spoiler here) -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Sweet ! The details, though if you want to do more armors, why not For some reason they look better than yours (no offense, also not all of them) but I can't pinpoint why they look better, maybe it's because they have a normal map, which you can by the way enable on animated meshes by setting gpuskinning = "true" in your game options, or maybe it's because they have more details, or different shadows. Maybe @wowgetoffyourcellphone or @LordGood could give you a better insight. -
===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
@wackyserious Some ideas for you https://www.artstation.com/artwork/94ZkR https://forums.taleworlds.com/index.php?topic=72668.0 http://www.twcenter.net/forums/showthread.php?633346-Lines-of-Battle-New-textures-unit-Previews/page2&styleid=41 Can you try to add more details like this ? (From the 3rd link) EDIT: I believe we have no special texture for Ptolemy IV, a very brief description can be found here: https://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
You know what to do -
Oh okay. Isn't cheating though to know everybody's scores ?
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Oh I thought it was a complete screen. I guess it's pretty easy to add. But you can already access that information I think in the menus.
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
I pinged him he will look when he has some time -
The word you are looking for is polycount (though triscount would be more accurate) You can find some guidelines here https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines
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@Crynux There is no real justification for the number itself. The only part where it may be important is to know there has been a battle. To see potentially which of your enemies is the weakest. One of the reason of the lag might be the blood decals which alpha transparency which will have a performance hit. To test that theory just download the no blood mod.
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I haven't played AoE 2 that much so maybe a screenshot would help. However my answer is probably not gonna change. There is currently no mod that changes the interface to be that of AoE 2 but I'm sure someone with a little patience could do it.
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I assumed you wanted people on board to switch
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https://code.wildfiregames.com/D1332 Probably won't get committed though because the performance is too poor. Requires #2577 and #252
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
That's @vladislavbelov -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
Who is who? -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
Well we could use Godot Make the game a gdnative plugin and rewrite things as we go. Yeah might very likely be. I'm using what I can gather from the wiki and a few recent threads Thanks for clarifying things. a bit. -
AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
That would be @wraitii's domain -
Famous last words.
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AI, Pathfinding and Performance
Stan` replied to Crynux's topic in Game Development & Technical Discussion
I think we use the SDL to render the 2D UI, but I might be wrong. If we start to use cairo, we could use it to render fonts atlas depending on resolution as well see: https://github.com/StanleySweet/sdl2-text-renderer