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Everything posted by Stan`
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@Sundiata
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Welcome back, thanks for the little reintroduction I'm eager to see your next work !
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@LordGood thanks so much. Sorry to bother you but can we have the blend files/ gimp source files as well ?
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We have threads though. Not everything is running in the same thread. But basically all the JavaScript, save for the AI runs in the same thread.
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No all our code run synchronously. Node has a special engine in the background to process those commands. Recently they switched to V8 which is the same engine chrome uses. We use Spidermonkey which is used by firefox. So it could be possible in theory, if we upgraded Spidermonkey to the latest version, but would need a complete rewrite of our codebase, with likely no benefit.
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Doesn't it make more sense to train it from the corral ?
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Nah I just want the best for our players Though a lot of people asked me about 4K support Yeah maybe so that it looks more 'precise' But anyways who am I kidding, it's awesome and should be committed ASAP.
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Nope.
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Mmh. Ah sorry I didn't mean sharp that way. Only that we can see the brush strokes
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Might need a wee more details on the leaves don't you think ?
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Hey nice work How do they look from up close ? We have to take into account that there might be cinematics now
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
I got an answer. So should be good We will add them to the credits. -
That's in my todo list, however it's a pretty boring task, so it's not high priority. This will likely need a new texture. Or more, cause I expect you to want variations We are gonna need references for those
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
I'll contact them then -
Try to reduce the noise on the paint. I think only the specular should show that it's not perfectly smooth. But scratches are nice. Might use a little normal bump
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Some say his spirit still haunts this place to this day
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Thanks Did they have any comments on the model itself on ways it could be improved ? I'm inclined to commit it. My only issue is that once again it might only be used in mods...
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
We need prior consent and agreement from them and likely the artists uploading stuff there. I could contact them with @Itms's permission to see if they'd want to do some sort of partnership with us -
Thumbs up for shadows ! Can you try to make the paint more glossy/smooth ? Might be nice to have some scratches as well.
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@user1 @Hannibal_Barca In case you haven't seen this
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Hey thanks for the analysis ! If you did manage to optimise our functions can you drop git diffs of the code you touched ? Maybe there is still little optimizations we can benefit from As for the JS engine we won't change it anytime soon however we plan to upgrade it to a more recent and hopefully faster version. Maybe @Itms can pull up a branch with Spidermonkey 45 (Here you are using 38) for you to run some profiling on. I don't think using debug symbols for Spidermonkey would help you find the bottleneck source though I'd bet it's in the interaction of UnitMotion and UnitAI. Maybe @wraitii or @Itms know more about it. What are your plans after this ? Let us know if there is anything we can do.
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I used borg's mod for testing With this tech { "genericName": "Flaming Arrows", "description": "Equip your towers with flaming arrows.", "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 50}, "requirements": { "all": [{ "tech": "phase_town" }] }, "requirementsTooltip": "Unlocked in town Phase.", "icon": "fire_arrows.png", "researchTime": 40, "tooltip": "Towers gain bonus against ships.", "modifications": [{ "value": "Attack/Ranged/Bonuses/Bonus1/Multiplier", "add": 5.0 }], "affects": ["StoneTower"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"} In the tower <Attack> <Ranged> <Pierce>12</Pierce> <MaxRange>72</MaxRange> <MinRange>10</MinRange> <ElevationBonus>15</ElevationBonus> <Bonuses> <Bonus1> <Classes>Ship</Classes> <Multiplier>2.0</Multiplier> </Bonus1> </Bonuses> </Ranged> </Attack>
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I tried something similar but it didn't work. Can you try borg ?:)