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Stan`

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

  1. @elexis @wowgetoffyourcellphone @wraitii @Itms So I found a way to fix the skybox, it's actually pretty easy. What do you guys think ? Also noticed a bug. Sky folder do not cache anything, so you can only dds files there. Index: source/renderer/SkyManager.cpp =================================================================== --- source/renderer/SkyManager.cpp (revision 21115) +++ source/renderer/SkyManager.cpp (working copy) @@ -251,8 +251,8 @@ // Distance to draw the faces at const float D = 1500.0f; // distance from map center - const float H = 500.0f; // height of the ceiling - const float FH = -100.0f; // height of the "floor" + const float H = 1700.0f; // height of the ceiling + const float FH = -1000.0f; // height of the "floor" CShaderProgramPtr shader; CShaderTechniquePtr skytech;
  2. @wowgetoffyourcellphone Thanks for working on other things too. I'm bumping that thread.
  3. @LordGood what's the current time you have ? The dock also have some weird flickering in the back.
  4. @Alexandermb Better ! It still looks like sometimes the fishnet start moving before the unit. Do you think you can fix that ? Here an example on how we could fake the fishing basket https://github.com/0ADMods/terra_magna/blob/b6e7ff355c3575aed26edc8389aff248b76f9b2c/art/actors/structures/chinese/fishing_ship.xml The jumping fishes looks nice but a bit out of place. Basically it's empty at the beginning, Middle when gathering, And full when carrying. Nice work
  5. First crashlog > ig8icd32.dll!513fc1a1() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Annotated Frame kernel32.dll!_GlobalFreeStub@4() Unknown Non-user code. Symbols loaded. [Inline Frame] msvcr120.dll!_heap_alloc(unsigned int) Line 57 C Non-user code. Symbols loaded. msvcr120.dll!malloc(unsigned int size) Line 92 C Non-user code. Symbols loaded. Second one > ig8icd32.dll!5135c1a1() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Annotated Frame kernel32.dll!_GlobalFreeStub@4() Unknown Non-user code. Symbols loaded. [Inline Frame] msvcr120.dll!_heap_alloc(unsigned int) Line 57 C Non-user code. Symbols loaded. msvcr120.dll!malloc(unsigned int size) Line 92 C Non-user code. Symbols loaded. I hope it's glsl cause I don't have any idea what's causing this anyhow.
  6. I did have patch at some point. That allowed multiple units on a single unit. @bb_ has taken on it since. The patch was #2577.
  7. I'll have a look tonight and commit it if it's okay. Thanks for working on this. We should now be able to get rid of every old units. Edit : Need the files ;D
  8. Yeah they have to be accurate for them to be included.
  9. Hello and welcome to the forums Most of them are out of our TimeFrame. (-500 0 A.D.) Minoans were done for a mod called Aristeia. There is no updated version of the mod. yet though
  10. For scabbard there are already unused textures in the game folders. Might be worth a loo
  11. Hey @Amazigh Thanks for the files I'll have a look. In the meantime you can try disabling glsl and postprocessing in the options
  12. Can you attack the files given in the message ?
  13. Actually it's a filter in gimp like the blur one. Photoshop not sure but I think it's a layer effect.
  14. @Alexandermb Do you have an updated zip with the full blanket ? Also enable parallax, and can you use the new peytral textures ? Some variants to avoid duplicaton would be nice
  15. Looking good but I'm not sure we should continue to add single textures props.
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